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Comparing deliantra/server/server/player.C (file contents):
Revision 1.118 by root, Mon Apr 30 04:25:30 2007 UTC vs.
Revision 1.133 by root, Sat May 12 22:04:20 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 combat_skill = ranged_skill = 0; //TODO, should be special marker, non-refcounted, not this 206 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
208 207
209 players.erase (this); 208 players.erase (this);
210} 209}
211 210
212// connect the player with a specific client 211// connect the player with a specific client
213// also changed, rationalises, and fixes some incorrect settings 212// also changes, rationalises, and fixes some incorrect settings
214void 213void
215player::connect (client *ns) 214player::connect (client *ns)
216{ 215{
217 this->ns = ns; 216 this->ns = ns;
218 ns->pl = this; 217 ns->pl = this;
259 258
260 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 259 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
261 260
262 esrv_new_player (this, ob->weight + ob->carrying); 261 esrv_new_player (this, ob->weight + ob->carrying);
263 262
263 for (object *op = ob->inv; op; op = op->below)
264 if (op->flag [FLAG_APPLIED])
265 switch (op->type)
266 {
267 case WAND:
268 case ROD:
269 case HORN:
270 case BOW:
271 case SKILL:
272 case SKILL_TOOL:
273 case WEAPON:
274 apply_special (ob, op, AP_UNAPPLY);
275 apply_special (ob, op, AP_APPLY);
276 break;
277 }
278
264 ob->update_stats (); 279 ob->update_stats ();
265 ns->floorbox_update (); 280 ns->floorbox_update ();
266 281
267 esrv_send_inventory (ob, ob); 282 esrv_send_inventory (ob, ob);
268 esrv_add_spells (this, 0); 283 esrv_add_spells (this, 0);
304player::set_object (object *op) 319player::set_object (object *op)
305{ 320{
306 ob = op; 321 ob = op;
307 ob->contr = this; /* this aren't yet in archetype */ 322 ob->contr = this; /* this aren't yet in archetype */
308 323
309 ob->speed_left = 0.5; 324 ob->speed_left = 0.5f;
310 ob->speed = 1.0; 325 ob->speed = 1.0f;
311 ob->direction = 5; /* So player faces south */ 326 ob->direction = 5; /* So player faces south */
312} 327}
313 328
314player::player () 329player::player ()
315{ 330{
769} 784}
770 785
771void 786void
772object::roll_stats () 787object::roll_stats ()
773{ 788{
774 int statsort [7]; 789 int statsort [NUM_STATS];
775 790
776 for (;;) 791 for (;;)
777 { 792 {
778 int sum = 0; 793 int sum = 0;
779 for (int i = 7; i--; ) 794 for (int i = NUM_STATS; i--; )
780 sum += statsort [i] = roll_stat (); 795 sum += statsort [i] = roll_stat ();
781 796
782 if (sum >= 82 && sum <= 116) 797 if (sum >= 82 && sum <= 116)
783 break; 798 break;
784 } 799 }
785 800
786 // Sort the stats so that rerolling is easier... 801 // Sort the stats so that rerolling is easier...
787 std::sort (statsort, statsort + 7, std::greater<int>()); 802 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
788 803
804 for (int i = 0; i < NUM_STATS; ++i)
789 stats.Str = statsort[0]; 805 stats.stat (i) = statsort [i];
790 stats.Dex = statsort[1];
791 stats.Con = statsort[2];
792 stats.Int = statsort[3];
793 stats.Wis = statsort[4];
794 stats.Pow = statsort[5];
795 stats.Cha = statsort[6];
796 806
797 stats.exp = 0; 807 stats.exp = 0;
798 stats.ac = 0; 808 stats.ac = 0;
799 809
800 stats.hp = stats.maxhp; 810 stats.hp = stats.maxhp;
812} 822}
813 823
814void 824void
815object::swap_stats (int a, int b) 825object::swap_stats (int a, int b)
816{ 826{
817 int tmp = get_attr_value (&contr->orig_stats, a); 827 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
818 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
819 set_attr_value (&contr->orig_stats, b, tmp);
820 828
829 for (int i = 0; i < NUM_STATS; ++i)
821 stats.Str = contr->orig_stats.Str; 830 stats.stat (i) = contr->orig_stats.stat (i);
822 stats.Dex = contr->orig_stats.Dex;
823 stats.Con = contr->orig_stats.Con;
824 stats.Int = contr->orig_stats.Int;
825 stats.Wis = contr->orig_stats.Wis;
826 stats.Pow = contr->orig_stats.Pow;
827 stats.Cha = contr->orig_stats.Cha;
828 831
829 //TODO: the following code looks so borked and should, at the very least, 832 //TODO: the following code looks so borked and should, at the very least,
830 // be merged with the similar code in roll_stats 833 // be merged with the similar code in roll_stats
831 stats.ac = 0; 834 stats.ac = 0;
832 835
1009 /* Cornered, get rid of scared */ 1012 /* Cornered, get rid of scared */
1010 CLEAR_FLAG (op, FLAG_SCARED); 1013 CLEAR_FLAG (op, FLAG_SCARED);
1011 op->enemy = NULL; 1014 op->enemy = NULL;
1012} 1015}
1013 1016
1014
1015/* check_pick sees if there is stuff to be picked up/picks up stuff. 1017/* check_pick sees if there is stuff to be picked up/picks up stuff.
1016 * IT returns 1 if the player should keep on moving, 0 if he should 1018 * It returns 1 if the player should keep on moving, 0 if he should
1017 * stop. 1019 * stop.
1018 */ 1020 */
1019int 1021int
1020check_pick (object *op) 1022check_pick (object *op)
1021{ 1023{
1459 * find_better_arrow to find a decent arrow to use. 1461 * find_better_arrow to find a decent arrow to use.
1460 * op = the shooter 1462 * op = the shooter
1461 * type = bow->race 1463 * type = bow->race
1462 * dir = fire direction 1464 * dir = fire direction
1463 */ 1465 */
1464
1465object * 1466object *
1466pick_arrow_target (object *op, const char *type, int dir) 1467pick_arrow_target (object *op, const char *type, int dir)
1467{ 1468{
1468 object *tmp = NULL; 1469 object *tmp = NULL;
1469 maptile *m; 1470 maptile *m;
1534 */ 1535 */
1535int 1536int
1536fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1537fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1537{ 1538{
1538 object *left, *bow; 1539 object *left, *bow;
1539 int bowspeed, mflags; 1540 int mflags;
1540 maptile *m; 1541 maptile *m;
1541 1542
1542 if (!dir) 1543 if (!dir)
1543 { 1544 {
1544 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1545 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1545 return 0; 1546 return 0;
1546 } 1547 }
1547 1548
1548 if (op->type == PLAYER) 1549 if (player *pl = op->contr)
1550 {
1549 bow = op->contr->ranged_ob; 1551 bow = pl->ranged_ob;
1552 if (!op->change_weapon (bow))
1553 return 0;
1554 }
1550 else 1555 else
1551 { 1556 {
1552 for (bow = op->inv; bow; bow = bow->below) 1557 for (bow = op->inv; bow; bow = bow->below)
1553 /* Don't check for applied - monsters don't apply bows - in that way, they 1558 /* Don't check for applied - monsters don't apply bows - in that way, they
1554 * don't need to switch back and forth between bows and weapons. 1559 * don't need to switch back and forth between bows and weapons.
1575 { 1580 {
1576 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1581 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1577 return 0; 1582 return 0;
1578 } 1583 }
1579 1584
1580 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1581
1582 /* penalize ROF for bestarrow */
1583 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1584 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1585
1586 if (bowspeed < 1)
1587 bowspeed = 1;
1588
1589 if (arrow == NULL) 1585 if (arrow == NULL)
1590 { 1586 {
1591 if ((arrow = find_arrow (op, bow->race)) == NULL) 1587 if ((arrow = find_arrow (op, bow->race)) == NULL)
1592 { 1588 {
1593 if (op->type == PLAYER) 1589 if (op->type == PLAYER)
1627 1623
1628 arrow->set_owner (op); 1624 arrow->set_owner (op);
1629 arrow->skill = bow->skill; 1625 arrow->skill = bow->skill;
1630 arrow->direction = dir; 1626 arrow->direction = dir;
1631 1627
1632 if (op->type == PLAYER)
1633 {
1634 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1635 op->update_stats ();
1636 }
1637
1638 SET_ANIMATION (arrow, arrow->direction);
1639
1640 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1628 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1641 arrow->stats.hp = arrow->stats.dam; 1629 arrow->stats.hp = arrow->stats.dam;
1642 arrow->stats.grace = arrow->attacktype; 1630 arrow->stats.grace = arrow->attacktype;
1643 1631
1644 if (arrow->slaying) 1632 if (arrow->slaying)
1645 arrow->spellarg = strdup (arrow->slaying); 1633 arrow->spellarg = strdup (arrow->slaying);
1646 1634
1647 arrow->stats.dam += op->stats.dam + arrow->magic; 1635 if (player *pl = op->contr)
1636 {
1637 pl->has_hit = 1;
1638#if 0
1639 float speed = pl->weapon_sp;
1640
1641 /* penalize ROF for bestarrow */
1642 if (pl->bowtype == bow_bestarrow)
1643 speed *= .9f;
1644 else
1645 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1646
1647 op->speed_left += speed - op->speed;
1648#endif
1649 }
1650
1651 SET_ANIMATION (arrow, arrow->direction);
1648 1652
1649 /* update the speed */ 1653 /* update the speed */
1650 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1654 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1651 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1655 + bow->stats.dam / 7.0;
1652 1656
1653 arrow->set_speed (max (arrow->speed, 1.0)); 1657 arrow->set_speed (max (arrow->speed, 2.0));
1654 arrow->speed_left = 0; 1658 arrow->speed_left = 0;
1655 1659
1656 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1660 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1657 1661
1658 if (op->type == PLAYER) 1662 if (op->type == PLAYER)
1659 { 1663 {
1660 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1664 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1661 arrow->stats.wc -= dex_bonus[op->stats.Dex]; 1665 wc -= dex_bonus[op->stats.Dex];
1662 1666
1663 if (!arrow->slaying) 1667 if (!arrow->slaying)
1664 arrow->slaying = op->slaying; 1668 arrow->slaying = op->slaying;
1669
1670 arrow->attacktype |= op->attacktype;
1665 } 1671 }
1666 else 1672 else
1667 { 1673 {
1668 arrow->level = op->level; 1674 arrow->level = op->level;
1669 arrow->stats.wc -= bow->magic; 1675 arrow->stats.wc -= bow->magic;
1670 1676
1671 if (!arrow->slaying) 1677 if (!arrow->slaying)
1672 arrow->slaying = bow->slaying; 1678 arrow->slaying = bow->slaying;
1673 }
1674 1679
1675 arrow->stats.wc -= arrow->level;
1676
1677 arrow->attacktype |= bow->attacktype; 1680 arrow->attacktype |= bow->attacktype;
1681 }
1678 1682
1683 wc -= arrow->level;
1684 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1685
1686 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1679 arrow->move_type = MOVE_FLY_LOW; 1687 arrow->move_type = MOVE_FLY_LOW;
1680 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1688 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1681 1689
1682 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1690 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1683 m->insert (arrow, sx, sy, op); 1691 m->insert (arrow, sx, sy, op);
1728 else if (op->contr->bowtype == bow_spreadshot) 1736 else if (op->contr->bowtype == bow_spreadshot)
1729 { 1737 {
1730 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1738 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1739 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1740 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1733
1734 } 1741 }
1735 else 1742 else
1736 { 1743 {
1737 /* Simple case */ 1744 /* Simple case */
1738 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1745 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1739 } 1746 }
1747
1740 return ret; 1748 return ret;
1741} 1749}
1742 1750
1743 1751
1744/* Fires a misc (wand/rod/horn) object in 'dir'. 1752/* Fires a misc (wand/rod/horn) object in 'dir'.
1759 { 1767 {
1760 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1768 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1761 return; 1769 return;
1762 } 1770 }
1763 1771
1772 if (!op->change_weapon (item))
1773 return;
1774
1764 if (item->type == WAND) 1775 if (item->type == WAND)
1765 { 1776 {
1766 if (item->stats.food <= 0) 1777 if (item->stats.food <= 0)
1767 { 1778 {
1768 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1779 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1769 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1781
1770 return; 1782 return;
1771 } 1783 }
1772 } 1784 }
1773 else if (item->type == ROD || item->type == HORN) 1785 else if (item->type == ROD || item->type == HORN)
1774 { 1786 {
1775 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1787 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1776 { 1788 {
1777 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1789 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1790
1778 if (item->type == ROD) 1791 if (item->type == ROD)
1779 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1792 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1780 else 1793 else
1781 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1794 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1795
1782 return; 1796 return;
1783 } 1797 }
1784 } 1798 }
1785 1799
1786 if (cast_spell (op, item, dir, item->inv, NULL)) 1800 if (cast_spell (op, item, dir, item->inv, NULL))
1819 if (action_makes_visible (op)) 1833 if (action_makes_visible (op))
1820 make_visible (op); 1834 make_visible (op);
1821 1835
1822 player *pl = op->contr; 1836 player *pl = op->contr;
1823 1837
1824 object *skill = pl->ranged_skill; 1838 if (pl->golem)
1839 {
1840 control_golem (op->contr->golem, dir);
1841 return;
1842 }
1843
1825 object *rob = pl->ranged_ob; 1844 object *ob = pl->ranged_ob;
1826 1845
1827 if (!skill) 1846 if (!ob)
1828 return; 1847 return;
1829 1848
1830 if (pl->golem) 1849 switch (ob->type)
1831 control_golem (op->contr->golem, dir);
1832 else if (skill->type == SKILL)
1833 { 1850 {
1834 if (skill_flags [skill->subtype] & SF_NEED_BOW) 1851 case BOW:
1835 player_fire_bow (op, dir); 1852 player_fire_bow (op, dir);
1836 else if (rob && rob->type == SPELL) /* Casting spells */ 1853 break;
1854
1855 case SPELL:
1837 spellcost = cast_spell (op, op, dir, rob, pl->spellparam[0] ? pl->spellparam : 0); 1856 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1838 else 1857 break;
1839 LOG (llevError, "skill %s ready but do not know what to do with its ob: %s\n",
1840 &skill->name, rob ? &rob->name : "(null)");
1841 }
1842 else if (skill == op)
1843 {
1844 if (!rob)
1845 {
1846 LOG (llevError, "self-skill ready but no ranged ob: %s\n", skill->debug_desc ());
1847 return;
1848 }
1849 1858
1850 if (rob->type == BUILDER) 1859 case BUILDER:
1851 apply_map_builder (op, dir); 1860 apply_map_builder (op, dir);
1852 else if (rob->type == SKILL || rob->type == SKILL_TOOL) 1861 break;
1862
1863 case SKILL:
1864 case SKILL_TOOL:
1853 do_skill (op, op, rob, dir, NULL); 1865 do_skill (op, op, ob, dir, 0);
1854 else 1866 break;
1855 fire_misc_object (op, dir); //TODO: should become use_magic_item skill usage 1867
1868 default:
1869 fire_misc_object (op, dir);
1870 break;
1856 } 1871 }
1857} 1872}
1858 1873
1859/* find_key 1874/* find_key
1860 * We try to find a key for the door as passed. If we find a key 1875 * We try to find a key for the door as passed. If we find a key
2152 * that party_number -1 is no party, so attacks can still happen. 2167 * that party_number -1 is no party, so attacks can still happen.
2153 */ 2168 */
2154 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2169 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))) 2170 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2156 { 2171 {
2157
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) 2172 op->contr->has_hit = 1;
2164 {
2165 op->speed_left += op->speed / op->contr->weapon_sp;
2166
2167 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2168 }
2169 2173
2170 skill_attack (mon, op, 0, 0, 0); 2174 skill_attack (mon, op, 0, 0, 0);
2171 2175
2172 /* If attacking another player, that player gets automatic 2176 /* If attacking another player, that player gets automatic
2173 * hitback, and doesn't loose luck either. 2177 * hitback, and doesn't loose luck either.
2250handle_newcs_player (object *op) 2254handle_newcs_player (object *op)
2251{ 2255{
2252 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2253 { 2257 {
2254 flee_player (op); 2258 flee_player (op);
2259
2255 /* If player is still scared, that is his action for this tick */ 2260 /* If player is still scared, that is his action for this tick */
2256 if (QUERY_FLAG (op, FLAG_SCARED)) 2261 if (op->flag [FLAG_SCARED])
2257 { 2262 {
2258 op->speed_left--; 2263 --op->speed_left;
2259 return 0; 2264 return 0;
2260 } 2265 }
2261 } 2266 }
2262 2267
2263 /* call this here - we also will call this in do_ericserver, but 2268 /* call this here - we also will call this in do_ericserver, but
2265 * called, so we recheck it here. 2270 * called, so we recheck it here.
2266 */ 2271 */
2267 if (op->contr->ns->handle_command ()) 2272 if (op->contr->ns->handle_command ())
2268 return 1; 2273 return 1;
2269 2274
2270 if (op->speed_left > 0) 2275 if (op->speed_left > 0.f)
2271 { 2276 {
2272 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2277 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2273 { 2278 {
2274 /* All move commands take 1 tick, at least for now */ 2279 /* All move commands take 1 tick, at least for now */
2275 op->speed_left--; 2280 --op->speed_left;
2276 2281
2277 /* Instead of all the stuff below, let move_player take care 2282 /* Instead of all the stuff below, let move_player take care
2278 * of it. Also, some of the skill stuff is only put in 2283 * of it. Also, some of the skill stuff is only put in
2279 * there, as well as the confusion stuff. 2284 * there, as well as the confusion stuff.
2280 */ 2285 */
2281 move_player (op, op->direction); 2286 move_player (op, op->direction);
2282 2287
2283 return op->speed_left > 0; 2288 return op->speed_left > 0.f;
2284 } 2289 }
2285 } 2290 }
2286 2291
2287 return 0; 2292 return 0;
2288} 2293}
2918 object *force; 2923 object *force;
2919 int at; 2924 int at;
2920 2925
2921 force = get_archetype (FORCE_NAME); 2926 force = get_archetype (FORCE_NAME);
2922 /* 50 ticks should be enough time for the spell to abate */ 2927 /* 50 ticks should be enough time for the spell to abate */
2923 force->speed = 0.1; 2928 force->speed = 0.1f;
2924 force->speed_left = -5.0; 2929 force->speed_left = -5.f;
2925 SET_FLAG (force, FLAG_APPLIED); 2930 SET_FLAG (force, FLAG_APPLIED);
2926 for (at = 0; at < NROFATTACKS; at++) 2931 for (at = 0; at < NROFATTACKS; at++)
2927 if (will_kill_again & (1 << at)) 2932 if (will_kill_again & (1 << at))
2928 force->resist[at] = 100; 2933 force->resist[at] = 100;
2929 2934
3495 * not readied. 3500 * not readied.
3496 */ 3501 */
3497void 3502void
3498player_unready_range_ob (player *pl, object *ob) 3503player_unready_range_ob (player *pl, object *ob)
3499{ 3504{
3505 if (pl->ob->current_weapon == ob)
3506 pl->ob->current_weapon = 0;
3507
3500 if (pl->combat_ob == ob) 3508 if (pl->combat_ob == ob)
3501 {
3502 pl->combat_skill = 0;
3503 pl->combat_ob = 0; 3509 pl->combat_ob = 0;
3504 }
3505 3510
3506 if (pl->ranged_ob == ob) 3511 if (pl->ranged_ob == ob)
3507 {
3508 pl->ranged_skill = 0;
3509 pl->ranged_ob = 0; 3512 pl->ranged_ob = 0;
3510 }
3511} 3513}
3512 3514
3513sint8 3515sint8
3514player::visibility_at (maptile *map, int x, int y) const 3516player::visibility_at (maptile *map, int x, int y) const
3515{ 3517{

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