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Comparing deliantra/server/server/player.C (file contents):
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC vs.
Revision 1.142 by root, Fri May 18 19:46:22 2007 UTC

21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The author can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <pwd.h>
27#include <sproto.h> 26#include <sproto.h>
28#include <sounds.h> 27#include <sounds.h>
29#include <living.h> 28#include <living.h>
30#include <object.h> 29#include <object.h>
31#include <spells.h> 30#include <spells.h>
202 201
203 ob->remove (); 202 ob->remove ();
204 ob->map = 0; 203 ob->map = 0;
205 party = 0; 204 party = 0;
206 205
207 // for weird reasons, this is often "ob", keeping a circular reference 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 ranges [range_skill] = 0;
209 207
210 players.erase (this); 208 players.erase (this);
211} 209}
212 210
213// connect the player with a specific client 211// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
215void 213void
216player::connect (client *ns) 214player::connect (client *ns)
217{ 215{
218 this->ns = ns; 216 this->ns = ns;
219 ns->pl = this; 217 ns->pl = this;
230 ns->reset_stats (); 228 ns->reset_stats ();
231 229
232 /* make sure he's a player -- needed because of class change. */ 230 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 231 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 232 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 233
239 ob->carrying = sum_weight (ob); 234 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 235 link_player_skills (ob);
241 236
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 237 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 258
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 260
266 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
267 262
263 ob->flag [FLAG_READY_WEAPON] = false;
264 ob->flag [FLAG_READY_SKILL] = false;
265 ob->flag [FLAG_READY_BOW] = false;
266
267 for (object *op = ob->inv; op; op = op->below)
268 if (op->flag [FLAG_APPLIED])
269 switch (op->type)
270 {
271 case SKILL:
272 ob->flag [FLAG_APPLIED] = false;
273 break;
274
275 case WAND:
276 case ROD:
277 case HORN:
278 case BOW:
279 ranged_ob = op;
280 break;
281
282 case WEAPON:
283 combat_ob = op;
284 break;
285 }
286
287 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
268 ob->update_stats (); 288 ob->update_stats ();
289
269 ns->floorbox_update (); 290 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 291 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 292 esrv_add_spells (this, 0);
273 293
274 activate (); 294 activate ();
275 295
308player::set_object (object *op) 328player::set_object (object *op)
309{ 329{
310 ob = op; 330 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 331 ob->contr = this; /* this aren't yet in archetype */
312 332
313 ob->speed_left = 0.5;
314 ob->speed = 1.0; 333 ob->speed = 1.0f;
334 ob->speed_left = 0.5f;
335
315 ob->direction = 5; /* So player faces south */ 336 ob->direction = 5; /* So player faces south */
316} 337}
317 338
318player::player () 339player::player ()
319{ 340{
320 /* There are some elements we want initialised to non zero value - 341 /* There are some elements we want initialised to non zero value -
325 unapply = unapply_nochoice; 346 unapply = unapply_nochoice;
326 347
327 savebed_map = first_map_path; /* Init. respawn position */ 348 savebed_map = first_map_path; /* Init. respawn position */
328 349
329 gen_sp_armour = 10; 350 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 351 bowtype = bow_normal;
332 petmode = pet_normal; 352 petmode = pet_normal;
333 listening = 10; 353 listening = 10;
334 usekeys = containers; 354 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 355 peaceful = 1; /* default peaceful */
336 do_los = 1; 356 do_los = 1;
357
358 weapon_sp = 1.0f;
359 weapon_sp_left = 0.5f;
337} 360}
338 361
339void 362void
340player::do_destroy () 363player::do_destroy ()
341{ 364{
774} 797}
775 798
776void 799void
777object::roll_stats () 800object::roll_stats ()
778{ 801{
779 int statsort [7]; 802 int statsort [NUM_STATS];
780 803
781 for (;;) 804 for (;;)
782 { 805 {
783 int sum = 0; 806 int sum = 0;
784 for (int i = 7; i--; ) 807 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 808 sum += statsort [i] = roll_stat ();
786 809
787 if (sum >= 82 && sum <= 116) 810 if (sum >= 82 && sum <= 116)
788 break; 811 break;
789 } 812 }
790 813
791 // Sort the stats so that rerolling is easier... 814 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 815 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 816
817 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 818 stats.stat (i) = statsort [i];
795 stats.Dex = statsort[1];
796 stats.Con = statsort[2];
797 stats.Int = statsort[3];
798 stats.Wis = statsort[4];
799 stats.Pow = statsort[5];
800 stats.Cha = statsort[6];
801 819
802 stats.exp = 0; 820 stats.exp = 0;
803 stats.ac = 0; 821 stats.ac = 0;
804 822
805 stats.hp = stats.maxhp; 823 stats.hp = stats.maxhp;
817} 835}
818 836
819void 837void
820object::swap_stats (int a, int b) 838object::swap_stats (int a, int b)
821{ 839{
822 int tmp = get_attr_value (&contr->orig_stats, a); 840 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
823 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
824 set_attr_value (&contr->orig_stats, b, tmp);
825 841
842 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 843 stats.stat (i) = contr->orig_stats.stat (i);
827 stats.Dex = contr->orig_stats.Dex;
828 stats.Con = contr->orig_stats.Con;
829 stats.Int = contr->orig_stats.Int;
830 stats.Wis = contr->orig_stats.Wis;
831 stats.Pow = contr->orig_stats.Pow;
832 stats.Cha = contr->orig_stats.Cha;
833 844
834 //TODO: the following code looks so borked and should, at the very least, 845 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 846 // be merged with the similar code in roll_stats
836 stats.ac = 0; 847 stats.ac = 0;
837 848
1014 /* Cornered, get rid of scared */ 1025 /* Cornered, get rid of scared */
1015 CLEAR_FLAG (op, FLAG_SCARED); 1026 CLEAR_FLAG (op, FLAG_SCARED);
1016 op->enemy = NULL; 1027 op->enemy = NULL;
1017} 1028}
1018 1029
1019
1020/* check_pick sees if there is stuff to be picked up/picks up stuff. 1030/* check_pick sees if there is stuff to be picked up/picks up stuff.
1021 * IT returns 1 if the player should keep on moving, 0 if he should 1031 * It returns 1 if the player should keep on moving, 0 if he should
1022 * stop. 1032 * stop.
1023 */ 1033 */
1024int 1034int
1025check_pick (object *op) 1035check_pick (object *op)
1026{ 1036{
1464 * find_better_arrow to find a decent arrow to use. 1474 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1475 * op = the shooter
1466 * type = bow->race 1476 * type = bow->race
1467 * dir = fire direction 1477 * dir = fire direction
1468 */ 1478 */
1469
1470object * 1479object *
1471pick_arrow_target (object *op, const char *type, int dir) 1480pick_arrow_target (object *op, const char *type, int dir)
1472{ 1481{
1473 object *tmp = NULL; 1482 object *tmp = NULL;
1474 maptile *m; 1483 maptile *m;
1539 */ 1548 */
1540int 1549int
1541fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1542{ 1551{
1543 object *left, *bow; 1552 object *left, *bow;
1544 int bowspeed, mflags; 1553 int mflags;
1545 maptile *m; 1554 maptile *m;
1546 1555
1547 if (!dir) 1556 if (!dir)
1548 { 1557 {
1549 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1550 return 0; 1559 return 0;
1551 } 1560 }
1552 1561
1553 if (op->type == PLAYER) 1562 if (op->contr)
1554 bow = op->contr->ranges[range_bow]; 1563 bow = op->current_weapon;
1555 else 1564 else
1556 { 1565 {
1557 for (bow = op->inv; bow; bow = bow->below) 1566 for (bow = op->inv; bow; bow = bow->below)
1558 /* Don't check for applied - monsters don't apply bows - in that way, they 1567 /* Don't check for applied - monsters don't apply bows - in that way, they
1559 * don't need to switch back and forth between bows and weapons. 1568 * don't need to switch back and forth between bows and weapons.
1564 if (!bow) 1573 if (!bow)
1565 { 1574 {
1566 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1567 return 0; 1576 return 0;
1568 } 1577 }
1578
1579 // optimisation: move object to top so we will find it quickly again
1580 if (bow->below)
1581 {
1582 bow->remove ();
1583 op->insert (bow);
1584 }
1585
1569 } 1586 }
1570 1587
1571 if (!bow->race || !bow->skill) 1588 if (!bow->race || !bow->skill)
1572 { 1589 {
1573 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1590 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1574 return 0; 1591 return 0;
1575 } 1592 }
1576
1577 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1578
1579 /* penalize ROF for bestarrow */
1580 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1581 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1582
1583 if (bowspeed < 1)
1584 bowspeed = 1;
1585 1593
1586 if (arrow == NULL) 1594 if (arrow == NULL)
1587 { 1595 {
1588 if ((arrow = find_arrow (op, bow->race)) == NULL) 1596 if ((arrow = find_arrow (op, bow->race)) == NULL)
1589 { 1597 {
1624 1632
1625 arrow->set_owner (op); 1633 arrow->set_owner (op);
1626 arrow->skill = bow->skill; 1634 arrow->skill = bow->skill;
1627 arrow->direction = dir; 1635 arrow->direction = dir;
1628 1636
1629 if (op->type == PLAYER)
1630 {
1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1632 op->update_stats ();
1633 }
1634
1635 SET_ANIMATION (arrow, arrow->direction);
1636
1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1638 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1639 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640 1640
1641 if (arrow->slaying) 1641 if (arrow->slaying)
1642 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1643 1643
1644 arrow->stats.dam += op->stats.dam + arrow->magic; 1644#if 0
1645 if (player *pl = op->contr)
1646 {
1647 float speed = pl->weapon_sp;
1648
1649 /* penalize ROF for bestarrow */
1650 if (pl->bowtype == bow_bestarrow)
1651 speed *= .9f;
1652 else
1653 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1654
1655 op->speed_left += speed - op->speed;
1656 }
1657#endif
1658
1659 SET_ANIMATION (arrow, arrow->direction);
1645 1660
1646 /* update the speed */ 1661 /* update the speed */
1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1662 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1663 + bow->stats.dam / 7.f;
1649 1664
1650 arrow->set_speed (max (arrow->speed, 1.0)); 1665 arrow->set_speed (max (arrow->speed, 2.f));
1651 arrow->speed_left = 0; 1666 arrow->speed_left = 0;
1652 1667
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1668 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654 1669
1655 if (op->type == PLAYER) 1670 if (op->type == PLAYER)
1656 { 1671 {
1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1672 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1673 wc -= dex_bonus[op->stats.Dex];
1659 1674
1660 if (!arrow->slaying) 1675 if (!arrow->slaying)
1661 arrow->slaying = op->slaying; 1676 arrow->slaying = op->slaying;
1677
1678 arrow->attacktype |= op->attacktype;
1662 } 1679 }
1663 else 1680 else
1664 { 1681 {
1665 arrow->level = op->level; 1682 arrow->level = op->level;
1666 arrow->stats.wc -= bow->magic; 1683 arrow->stats.wc -= bow->magic;
1667 1684
1668 if (!arrow->slaying) 1685 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying; 1686 arrow->slaying = bow->slaying;
1670 }
1671 1687
1672 arrow->stats.wc -= arrow->level;
1673
1674 arrow->attacktype |= bow->attacktype; 1688 arrow->attacktype |= bow->attacktype;
1689 }
1675 1690
1691 wc -= arrow->level;
1692 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1693
1694 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1676 arrow->move_type = MOVE_FLY_LOW; 1695 arrow->move_type = MOVE_FLY_LOW;
1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1696 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1678 1697
1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1698 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1680 m->insert (arrow, sx, sy, op); 1699 m->insert (arrow, sx, sy, op);
1705{ 1724{
1706 int ret = 0, wcmod = 0; 1725 int ret = 0, wcmod = 0;
1707 1726
1708 if (op->contr->bowtype == bow_bestarrow) 1727 if (op->contr->bowtype == bow_bestarrow)
1709 { 1728 {
1710 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1729 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1711 } 1730 }
1712 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1731 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1713 { 1732 {
1714 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1733 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1715 wcmod = -1; 1734 wcmod = -1;
1725 else if (op->contr->bowtype == bow_spreadshot) 1744 else if (op->contr->bowtype == bow_spreadshot)
1726 { 1745 {
1727 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1728 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1747 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1729 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1748 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1730
1731 } 1749 }
1732 else 1750 else
1733 { 1751 {
1734 /* Simple case */ 1752 /* Simple case */
1735 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1753 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1736 } 1754 }
1755
1737 return ret; 1756 return ret;
1738} 1757}
1739
1740 1758
1741/* Fires a misc (wand/rod/horn) object in 'dir'. 1759/* Fires a misc (wand/rod/horn) object in 'dir'.
1742 * Broken apart from 'fire' to keep it more readable. 1760 * Broken apart from 'fire' to keep it more readable.
1743 */ 1761 */
1744void 1762void
1745fire_misc_object (object *op, int dir) 1763fire_misc_object (object *op, int dir)
1746{ 1764{
1747 object *item; 1765 object *item = op->contr->ranged_ob;
1748 1766
1749 if (!op->contr->ranges[range_misc]) 1767 if (!item)
1750 { 1768 {
1751 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1769 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1752 return; 1770 return;
1753 } 1771 }
1754 1772
1755 item = op->contr->ranges[range_misc];
1756 if (!item->inv) 1773 if (!item->inv)
1757 { 1774 {
1758 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1775 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1759 return; 1776 return;
1760 } 1777 }
1778
1779 if (!op->change_weapon (item))
1780 return;
1781
1761 if (item->type == WAND) 1782 if (item->type == WAND)
1762 { 1783 {
1763 if (item->stats.food <= 0) 1784 if (item->stats.food <= 0)
1764 { 1785 {
1765 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1786 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1766 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1787 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1788
1767 return; 1789 return;
1768 } 1790 }
1769 } 1791 }
1770 else if (item->type == ROD || item->type == HORN) 1792 else if (item->type == ROD || item->type == HORN)
1771 { 1793 {
1772 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1794 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1773 { 1795 {
1774 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1796 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1797
1775 if (item->type == ROD) 1798 if (item->type == ROD)
1776 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1777 else 1800 else
1778 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1801 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1802
1779 return; 1803 return;
1780 } 1804 }
1781 } 1805 }
1782 1806
1783 if (cast_spell (op, item, dir, item->inv, NULL)) 1807 if (cast_spell (op, item, dir, item->inv, NULL))
1805 } 1829 }
1806} 1830}
1807 1831
1808/* Received a fire command for the player - go and do it. 1832/* Received a fire command for the player - go and do it.
1809 */ 1833 */
1810void 1834bool
1811fire (object *op, int dir) 1835fire (object *op, int dir)
1812{ 1836{
1813 int spellcost = 0; 1837 int spellcost = 0;
1814 1838
1815 /* check for loss of invisiblity/hide */ 1839 /* check for loss of invisiblity/hide */
1816 if (action_makes_visible (op)) 1840 if (action_makes_visible (op))
1817 make_visible (op); 1841 make_visible (op);
1818 1842
1819 switch (op->contr->shoottype) 1843 player *pl = op->contr;
1844
1845 if (pl->golem)
1846 {
1847 control_golem (op->contr->golem, dir);
1848 return false;
1820 { 1849 }
1821 case range_none:
1822 return;
1823 1850
1824 case range_bow: 1851 object *ob = pl->ranged_ob;
1852
1853 if (!ob)
1854 return false;
1855
1856 if (!op->change_weapon (ob))
1857 return false;
1858
1859 if (op->speed_left > 0.f)
1860 --op->speed_left;
1861 else
1862 return false;
1863
1864 switch (ob->type)
1865 {
1866 case BOW:
1825 player_fire_bow (op, dir); 1867 player_fire_bow (op, dir);
1826 return; 1868 break;
1827 1869
1828 case range_magic: /* Casting spells */ 1870 case SPELL:
1829 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1871 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1830 return; 1872 break;
1831 1873
1832 case range_misc: 1874 case BUILDER:
1875 apply_map_builder (op, dir);
1876 break;
1877
1878 case SKILL:
1879 do_skill (op, op, ob, dir, 0);
1880 break;
1881
1882 default:
1833 fire_misc_object (op, dir); 1883 fire_misc_object (op, dir);
1834 return; 1884 break;
1835
1836 case range_golem: /* Control summoned monsters from scrolls */
1837 control_golem (op->contr->ranges[range_golem], dir);
1838 return;
1839
1840 case range_skill:
1841 if (!op->chosen_skill)
1842 {
1843 if (op->type == PLAYER)
1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1846 return;
1847 }
1848
1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1850 return;
1851 case range_builder:
1852 apply_map_builder (op, dir);
1853 return;
1854 default:
1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1856 return;
1857 } 1885 }
1886
1887 return true;
1858} 1888}
1859 1889
1860/* find_key 1890/* find_key
1861 * We try to find a key for the door as passed. If we find a key 1891 * We try to find a key for the door as passed. If we find a key
1862 * and successfully use it, we return the key, otherwise NULL 1892 * and successfully use it, we return the key, otherwise NULL
1949 * 0 otherwise 1979 * 0 otherwise
1950 */ 1980 */
1951static int 1981static int
1952player_attack_door (object *op, object *door) 1982player_attack_door (object *op, object *door)
1953{ 1983{
1954 /* If its a door, try to find a use a key. If we do destroy the door, 1984 /* If its a door, try to find a key. If we do destroy the door,
1955 * might as well return immediately as there is nothing more to do - 1985 * might as well return immediately as there is nothing more to do -
1956 * otherwise, we fall through to the rest of the code. 1986 * otherwise, we fall through to the rest of the code.
1957 */ 1987 */
1958 object *key = find_key (op, op, door); 1988 object *key = find_key (op, op, door);
1959 1989
1960 /* IF we found a key, do some extra work */ 1990 /* If we found a key, do some extra work */
1961 if (key) 1991 if (key)
1962 { 1992 {
1963 object *container = key->env; 1993 object *container = key->env;
1964 1994
1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1995 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1996
1966 if (action_makes_visible (op)) 1997 if (action_makes_visible (op))
1967 make_visible (op); 1998 make_visible (op);
1999
1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1969 spring_trap (door->inv, op); 2001 spring_trap (door->inv, op);
1970 2002
1971 if (door->type == DOOR) 2003 if (door->type == DOOR)
1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1998 * It should keep the code cleaner. 2030 * It should keep the code cleaner.
1999 * When this is called, the players direction has been updated 2031 * When this is called, the players direction has been updated
2000 * (taking into account confusion.) The player is also actually 2032 * (taking into account confusion.) The player is also actually
2001 * going to try and move (not fire weapons). 2033 * going to try and move (not fire weapons).
2002 */ 2034 */
2003void 2035bool
2004move_player_attack (object *op, int dir) 2036move_player_attack (object *op, int dir)
2005{ 2037{
2006 object *tmp, *mon;
2007 sint16 nx, ny;
2008 int on_battleground; 2038 int on_battleground;
2009 maptile *m;
2010 2039
2011 nx = freearr_x[dir] + op->x; 2040 sint16 nx = freearr_x[dir] + op->x;
2012 ny = freearr_y[dir] + op->y; 2041 sint16 ny = freearr_y[dir] + op->y;
2013 2042
2014 on_battleground = op_on_battleground (op, 0, 0); 2043 on_battleground = op_on_battleground (op, 0, 0);
2044
2045 if (out_of_map (op->map, nx, ny))
2046 return false;
2047
2048 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2049 {
2050 --op->speed_left;
2051 return true;
2052 }
2015 2053
2016 /* If braced, or can't move to the square, and it is not out of the 2054 /* If braced, or can't move to the square, and it is not out of the
2017 * map, attack it. Note order of if statement is important - don't 2055 * map, attack it. Note order of if statement is important - don't
2018 * want to be calling move_ob if braced, because move_ob will move the 2056 * want to be calling move_ob if braced, because move_ob will move the
2019 * player. This is a pretty nasty hack, because if we could 2057 * player. This is a pretty nasty hack, because if we could
2020 * move to some space, it then means that if we are braced, we should 2058 * move to some space, it then means that if we are braced, we should
2021 * do nothing at all. As it is, if we are braced, we go through 2059 * do nothing at all. As it is, if we are braced, we go through
2022 * quite a bit of processing. However, it probably is less than what 2060 * quite a bit of processing. However, it probably is less than what
2023 * move_ob uses. 2061 * move_ob uses.
2024 */ 2062 */
2025 if ((op->contr->braced || !move_ob (op, dir, op)) && !out_of_map (op->map, nx, ny))
2026 {
2027 if (OUT_OF_REAL_MAP (op->map, nx, ny))
2028 {
2029 m = op->map->xy_find (nx, ny); 2063 maptile *m = op->map->xy_find (nx, ny);
2030 if (!m)
2031 return; /* Don't think this should happen */
2032 }
2033 else
2034 m = op->map;
2035 2064
2036 if (!(tmp = m->at (nx, ny).bot))
2037 return;
2038
2039 mon = 0;
2040 /* Go through all the objects, and find ones of interest. Only stop if 2065 /* Go through all the objects, and find ones of interest. Only stop if
2041 * we find a monster - that is something we know we want to attack. 2066 * we find a monster - that is something we know we want to attack.
2042 * if its a door or barrel (can roll) see if there may be monsters 2067 * if its a door or barrel (can roll) see if there may be monsters
2043 * on the space 2068 * on the space
2044 */ 2069 */
2045 while (tmp) 2070 object *mon;
2046 { 2071 for (mon = m->at (nx, ny).bot; mon; mon = mon->above)
2047 if (tmp == op) 2072 {
2048 { 2073 if ((mon->flag [FLAG_ALIVE]
2049 tmp = tmp->above; 2074 || mon->type == LOCKED_DOOR
2050 continue; 2075 || mon->flag [FLAG_CAN_ROLL])
2051 }
2052
2053 if (QUERY_FLAG (tmp, FLAG_ALIVE))
2054 {
2055 mon = tmp; 2076 && mon != op)
2056 break; 2077 break;
2057 } 2078 }
2058 2079
2059 if (tmp->type == LOCKED_DOOR || QUERY_FLAG (tmp, FLAG_CAN_ROLL))
2060 mon = tmp;
2061
2062 tmp = tmp->above;
2063 }
2064
2065 if (!mon) /* This happens anytime the player tries to move */ 2080 if (!mon) /* This happens anytime the player tries to move */
2066 return; /* into a wall */ 2081 return false; /* into a wall */
2067 2082
2068 if (mon->head)
2069 mon = mon->head; 2083 mon = mon->head_ ();
2070 2084
2071 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 2085 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
2086 if (op->contr->weapon_sp_left > 0.f)
2072 if (player_attack_door (op, mon)) 2087 if (player_attack_door (op, mon))
2088 {
2089 --op->contr->weapon_sp_left;
2073 return; 2090 return true;
2091 }
2074 2092
2075 /* The following deals with possibly attacking peaceful 2093 /* The following deals with possibly attacking peaceful
2076 * or frienddly creatures. Basically, all players are considered 2094 * or friendly creatures. Basically, all players are considered
2077 * unaggressive. If the moving player has peaceful set, then the 2095 * unaggressive. If the moving player has peaceful set, then the
2078 * object should be pushed instead of attacked. It is assumed that 2096 * object should be pushed instead of attacked. It is assumed that
2079 * if you are braced, you will not attack friends accidently, 2097 * if you are braced, you will not attack friends accidently,
2080 * and thus will not push them. 2098 * and thus will not push them.
2081 */ 2099 */
2082 2100
2083 /* If the creature is a pet, push it even if the player is not 2101 /* If the creature is a pet, push it even if the player is not
2084 * peaceful. Our assumption is the creature is a pet if the 2102 * peaceful. Our assumption is the creature is a pet if the
2085 * player owns it and it is either friendly or unagressive. 2103 * player owns it and it is either friendly or unagressive.
2086 */ 2104 */
2087 if ((op->type == PLAYER) 2105 if (op->type == PLAYER
2088#if COZY_SERVER
2089 &&
2090 ((mon->owner && mon->owner->contr 2106 && ((mon->owner && mon->owner->contr
2091 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2107 && same_party (mon->owner->contr->party, op->contr->party))
2092#else
2093 && mon->owner == op 2108 || mon->owner == op)
2094#endif
2095 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2109 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2096 { 2110 {
2097 /* If we're braced, we don't want to switch places with it */ 2111 /* If we're braced, we don't want to switch places with it */
2098 if (op->contr->braced) 2112 if (op->contr->braced)
2099 return; 2113 return false;
2114
2115 if (op->speed_left > 0.f)
2116 {
2117 --op->speed_left;
2100 2118
2101 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2119 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2102 (void) push_ob (mon, dir, op); 2120 push_ob (mon, dir, op);
2121
2103 if (op->contr->tmp_invis || op->hide) 2122 if (op->contr->tmp_invis || op->hide)
2104 make_visible (op); 2123 make_visible (op);
2105 2124
2106 return; 2125 return true;
2107 } 2126 }
2127 else
2128 return false;
2129 }
2108 2130
2109 /* in certain circumstances, you shouldn't attack friendly 2131 /* in certain circumstances, you shouldn't attack friendly
2110 * creatures. Note that if you are braced, you can't push 2132 * creatures. Note that if you are braced, you can't push
2111 * someone, but put it inside this loop so that you won't 2133 * someone, but put it inside this loop so that you won't
2112 * attack them either. 2134 * attack them either.
2113 */ 2135 */
2114 if ((mon->type == PLAYER || mon->enemy != op) && 2136 if ((mon->type == PLAYER || mon->enemy != op)
2115 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2137 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2116#ifdef PROHIBIT_PLAYERKILL
2117 (op->contr->peaceful 2138 && ((op->contr->peaceful
2118 || (mon->type == PLAYER 2139 || (mon->type == PLAYER && mon->contr->peaceful))
2119 && mon->contr->
2120 peaceful)) &&
2121#else
2122 op->contr->peaceful &&
2123#endif
2124 !on_battleground)) 2140 && !on_battleground))
2141 {
2142 if (op->speed_left > 0.f)
2125 { 2143 {
2144 --op->speed_left;
2145
2126 if (!op->contr->braced) 2146 if (!op->contr->braced)
2127 { 2147 {
2128 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2148 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2129 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2130 } 2150 }
2131 else 2151 else
2132 new_draw_info (0, 0, op, "You withhold your attack"); 2152 new_draw_info (0, 0, op, "You withhold your attack");
2133 2153
2134 if (op->contr->tmp_invis || op->hide) 2154 if (op->contr->tmp_invis || op->hide)
2135 make_visible (op); 2155 make_visible (op);
2136 }
2137 2156
2157 return true;
2158 }
2159 }
2138 /* If the object is a boulder or other rollable object, then 2160 /* If the object is a boulder or other rollable object, then
2139 * roll it if not braced. You can't roll it if you are braced. 2161 * roll it if not braced. You can't roll it if you are braced.
2140 */ 2162 */
2141 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced)) 2163 else if (QUERY_FLAG (mon, FLAG_CAN_ROLL) && (!op->contr->braced))
2164 {
2165 if (op->speed_left > 0.f)
2142 { 2166 {
2167 --op->speed_left;
2168
2143 recursive_roll (mon, dir, op); 2169 recursive_roll (mon, dir, op);
2144 if (action_makes_visible (op)) 2170 if (action_makes_visible (op))
2145 make_visible (op); 2171 make_visible (op);
2146 }
2147 2172
2173 return true;
2174 }
2175 }
2148 /* Any generic living creature. Including things like doors. 2176 /* Any generic living creature. Including things like doors.
2149 * Way it works is like this: First, it must have some hit points 2177 * Way it works is like this: First, it must have some hit points
2150 * and be living. Then, it must be one of the following: 2178 * and be living. Then, it must be one of the following:
2151 * 1) Not a player, 2) A player, but of a different party. Note 2179 * 1) Not a player, 2) A player, but of a different party. Note
2152 * that party_number -1 is no party, so attacks can still happen. 2180 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2181 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2182 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2155 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2183 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2184 {
2157 2185 if (op->contr->weapon_sp_left > 0.f)
2158 /* If the player hasn't hit something this tick, and does
2159 * so, give them speed boost based on weapon speed. Doing
2160 * it here is better than process_players2, which basically
2161 * incurred a 1 tick offset.
2162 */
2163 if (!op->contr->has_hit)
2164 { 2186 {
2165 op->speed_left += op->speed / op->contr->weapon_sp; 2187 --op->contr->weapon_sp_left;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2188
2170 skill_attack (mon, op, 0, 0, 0); 2189 skill_attack (mon, op, 0, 0, 0);
2171
2172 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either.
2174 * Disable hitback on the battleground or if the target is
2175 * the wiz.
2176 */
2177 if (mon->type == PLAYER && mon->stats.hp >= 0 && !mon->contr->has_hit && !on_battleground && !QUERY_FLAG (mon, FLAG_WIZ))
2178 {
2179 short luck = mon->stats.luck;
2180
2181 mon->contr->has_hit = 1;
2182 skill_attack (op, mon, 0, 0, 0);
2183 mon->stats.luck = luck;
2184 }
2185 2190
2186 if (action_makes_visible (op)) 2191 if (action_makes_visible (op))
2187 make_visible (op); 2192 make_visible (op);
2188 }
2189 } /* if player should attack something */
2190}
2191 2193
2192int 2194 return true;
2195 }
2196 }
2197
2198 return false;
2199}
2200
2201bool
2193move_player (object *op, int dir) 2202move_player (object *op, int dir)
2194{ 2203{
2195 int pick; 2204 int pick;
2196 2205
2197 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2206 if (!op->map || op->map->in_memory != MAP_IN_MEMORY)
2211 op->facing = dir; 2220 op->facing = dir;
2212 2221
2213 if (op->hide) 2222 if (op->hide)
2214 do_hidden_move (op); 2223 do_hidden_move (op);
2215 2224
2225 bool retval;
2226
2216 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2227 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2217 /*nop */ ; 2228 retval = RESULT_INT (0);
2218 else if (op->contr->fire_on) 2229 else if (op->contr->fire_on)
2219 fire (op, dir); 2230 retval = fire (op, dir);
2220 else 2231 else
2221 { 2232 {
2222 move_player_attack (op, dir); 2233 retval = move_player_attack (op, dir);
2223 pick = check_pick (op); 2234 pick = check_pick (op);
2224 } 2235 }
2225 2236
2226 /* Add special check for newcs players and fire on - this way, the 2237 /* Add special check for newcs players and fire on - this way, the
2227 * server can handle repeat firing. 2238 * server can handle repeat firing.
2234 /* Update how the player looks. Use the facing, so direction may 2245 /* Update how the player looks. Use the facing, so direction may
2235 * get reset to zero. This allows for full animation capabilities 2246 * get reset to zero. This allows for full animation capabilities
2236 * for players. 2247 * for players.
2237 */ 2248 */
2238 animate_object (op, op->facing); 2249 animate_object (op, op->facing);
2239 return 0; 2250
2251 return retval;
2240} 2252}
2241 2253
2242/* This is similar to handle_player, below, but is only used by the 2254/* This is similar to handle_player, below, but is only used by the
2243 * new client/server stuff. 2255 * new client/server stuff.
2244 * This is sort of special, in that the new client/server actually uses 2256 * This is sort of special, in that the new client/server actually uses
2245 * the new speed values for commands. 2257 * the new speed values for commands.
2246 * 2258 *
2247 * Returns true if there are more actions we can do. 2259 * Returns true if there are more actions we can do. Should not do
2260 * many actions in a row, as that would be too unfair to other
2261 * players.
2248 */ 2262 */
2249int 2263bool
2250handle_newcs_player (object *op) 2264handle_newcs_player (object *op)
2251{ 2265{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2266 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2267 {
2254 flee_player (op); 2268 if (op->speed_left > 0.f)
2255 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED))
2257 { 2269 {
2258 op->speed_left--; 2270 --op->speed_left;
2271 flee_player (op);
2272
2259 return 0; 2273 return true;
2260 } 2274 }
2275 else
2276 return false;
2261 } 2277 }
2262 2278
2263 /* call this here - we also will call this in do_ericserver, but 2279 /* call this here - we also will call this in do_ericserver, but
2264 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2265 * called, so we recheck it here. 2281 * called, so we recheck it here.
2266 */ 2282 */
2267 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2268 return 1; 2284 return true;
2269 2285
2270 if (op->speed_left > 0)
2271 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 {
2274 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--;
2276
2277 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff.
2280 */
2281 move_player (op, op->direction); 2287 return move_player (op, op->direction);
2282 2288
2283 return op->speed_left > 0;
2284 }
2285 }
2286
2287 return 0; 2289 return false;
2288} 2290}
2289 2291
2290int 2292int
2291save_life (object *op) 2293save_life (object *op)
2292{ 2294{
2450 gen_grace = op->stats.maxgrace; 2452 gen_grace = op->stats.maxgrace;
2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2453 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2452 } 2454 }
2453 2455
2454 /* Regenerate Spell Points */ 2456 /* Regenerate Spell Points */
2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0) 2457 if (!op->contr->golem && --op->last_sp < 0)
2456 { 2458 {
2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2459 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2458 if (op->stats.sp < op->stats.maxsp) 2460 if (op->stats.sp < op->stats.maxsp)
2459 { 2461 {
2460 op->stats.sp++; 2462 op->stats.sp++;
2558 } 2560 }
2559 2561
2560 /* Digestion */ 2562 /* Digestion */
2561 if (--op->last_eat < 0) 2563 if (--op->last_eat < 0)
2562 { 2564 {
2563#ifdef COZY_SERVER
2564 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2565 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2566#else
2567 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2565 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2568#endif
2569 2566
2570 if (op->contr->gen_hp > 0) 2567 if (op->contr->gen_hp > 0)
2571 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2568 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2572 else 2569 else
2573 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2570 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2918 object *force; 2915 object *force;
2919 int at; 2916 int at;
2920 2917
2921 force = get_archetype (FORCE_NAME); 2918 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2919 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2920 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2921 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2922 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2923 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2924 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2925 force->resist[at] = 100;
2929 2926
3104/* For Hidden creatures - a chance of becoming 'unhidden' 3101/* For Hidden creatures - a chance of becoming 'unhidden'
3105 * every time they move - as we subtract off 'invisibility' 3102 * every time they move - as we subtract off 'invisibility'
3106 * AND, for players, if they move into a ridiculously unhideable 3103 * AND, for players, if they move into a ridiculously unhideable
3107 * spot (surrounded by clear terrain in broad daylight). -b.t. 3104 * spot (surrounded by clear terrain in broad daylight). -b.t.
3108 */ 3105 */
3109
3110void 3106void
3111do_hidden_move (object *op) 3107do_hidden_move (object *op)
3112{ 3108{
3113 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 3109 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW);
3114 object *skop; 3110 object *skop;
3495 * not readied. 3491 * not readied.
3496 */ 3492 */
3497void 3493void
3498player_unready_range_ob (player *pl, object *ob) 3494player_unready_range_ob (player *pl, object *ob)
3499{ 3495{
3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3496 if (pl->ob->current_weapon == ob)
3497 pl->ob->current_weapon = 0;
3498
3499 if (pl->combat_ob == ob)
3500 pl->combat_ob = 0;
3501
3501 if (pl->ranges[i] == ob) 3502 if (pl->ranged_ob == ob)
3502 {
3503 pl->ranges[i] = 0; 3503 pl->ranged_ob = 0;
3504 if (pl->shoottype == i)
3505 pl->shoottype = range_none;
3506 }
3507} 3504}
3508 3505
3509sint8 3506sint8
3510player::visibility_at (maptile *map, int x, int y) const 3507player::visibility_at (maptile *map, int x, int y) const
3511{ 3508{

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