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Comparing deliantra/server/server/player.C (file contents):
Revision 1.107 by root, Wed Mar 14 04:12:29 2007 UTC vs.
Revision 1.136 by root, Wed May 16 11:10:01 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>
124 continue; 123 continue;
125 124
126 if (*buf == '%') 125 if (*buf == '%')
127 { /* send one news */ 126 { /* send one news */
128 if (size > 0) 127 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 128 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 129
131 strcpy (subject, buf + 1); 130 strcpy (subject, buf + 1);
132 strip_endline (subject); 131 strip_endline (subject);
133 size = 0; 132 size = 0;
134 news[0] = '\0'; 133 news[0] = '\0';
144 size += strlen (buf); 143 size += strlen (buf);
145 } 144 }
146 } 145 }
147 146
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 147 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 148 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 149 close_and_delete (fp, comp);
150}
151
152float
153player::weapon_speed () const
154{
155 return ob->speed / weapon_sp * .5f;//TODO, the .5 is arbitrary
151} 156}
152 157
153/* This loads the first map an puts the player on it. */ 158/* This loads the first map an puts the player on it. */
154static void 159static void
155set_first_map (object *op) 160set_first_map (object *op)
194 return; 199 return;
195 200
196 terminate_all_pets (ob); 201 terminate_all_pets (ob);
197 remove_friendly_object (ob); 202 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 203 ob->deactivate_recursive ();
204
205 if (ob->map)
199 maplevel = ob->map->path; 206 maplevel = ob->map->path;
207
200 ob->remove (); 208 ob->remove ();
201 ob->map = 0; 209 ob->map = 0;
202 party = 0; 210 party = 0;
203 211
204 // for weird reasons, this is often "ob", keeping a circular reference 212 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
205 ranges [range_skill] = 0;
206 213
207 players.erase (this); 214 players.erase (this);
208} 215}
209 216
210// connect the player with a specific client 217// connect the player with a specific client
211// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
212void 219void
213player::connect (client *ns) 220player::connect (client *ns)
214{ 221{
215 this->ns = ns; 222 this->ns = ns;
216 ns->pl = this; 223 ns->pl = this;
227 ns->reset_stats (); 234 ns->reset_stats ();
228 235
229 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
230 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
231 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
232
233 if (!legal_range (ob, shoottype))
234 shoottype = range_none;
235 239
236 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
237 link_player_skills (ob); 241 link_player_skills (ob);
238 242
239 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
260 264
261 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
262 266
263 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
264 268
269 for (object *op = ob->inv; op; op = op->below)
270 if (op->flag [FLAG_APPLIED])
271 switch (op->type)
272 {
273 case WAND:
274 case ROD:
275 case HORN:
276 case BOW:
277 case SKILL:
278 case SKILL_TOOL:
279 case WEAPON:
280 apply_special (ob, op, AP_UNAPPLY);
281 apply_special (ob, op, AP_APPLY);
282 break;
283 }
284
265 ob->update_stats (); 285 ob->update_stats ();
266 ns->floorbox_update (); 286 ns->floorbox_update ();
267 287
268 esrv_send_inventory (ob, ob); 288 esrv_send_inventory (ob, ob);
269 esrv_add_spells (this, 0); 289 esrv_add_spells (this, 0);
288 308
289 INVOKE_PLAYER (DISCONNECT, this); 309 INVOKE_PLAYER (DISCONNECT, this);
290 310
291 ns->reset_stats (); 311 ns->reset_stats ();
292 ns->pl = 0; 312 ns->pl = 0;
293 this->ns = 0; 313 ns = 0;
294 } 314 }
295 315
296 if (ob) 316 if (ob)
297 ob->close_container (); //TODO: client-specific 317 ob->close_container (); //TODO: client-specific
298 318
305player::set_object (object *op) 325player::set_object (object *op)
306{ 326{
307 ob = op; 327 ob = op;
308 ob->contr = this; /* this aren't yet in archetype */ 328 ob->contr = this; /* this aren't yet in archetype */
309 329
310 ob->speed_left = 0.5; 330 ob->speed_left = 0.5f;
311 ob->speed = 1.0; 331 ob->speed = 1.0f;
312 ob->direction = 5; /* So player faces south */ 332 ob->direction = 5; /* So player faces south */
313} 333}
314 334
315player::player () 335player::player ()
316{ 336{
317 /* There are some elements we want initialised to non zero value - 337 /* There are some elements we want initialised to non zero value -
318 * we deal with that below this point. 338 * we deal with that below this point.
319 */ 339 */
320 outputs_sync = 16; /* Every 2 seconds */ 340 outputs_sync = 4;
321 outputs_count = 8; /* Keeps present behaviour */ 341 outputs_count = 4;
322 unapply = unapply_nochoice; 342 unapply = unapply_nochoice;
323 343
324 savebed_map = first_map_path; /* Init. respawn position */ 344 savebed_map = first_map_path; /* Init. respawn position */
325 345
326 gen_sp_armour = 10; 346 gen_sp_armour = 10;
327 shoottype = range_none;
328 bowtype = bow_normal; 347 bowtype = bow_normal;
329 petmode = pet_normal; 348 petmode = pet_normal;
330 listening = 10; 349 listening = 10;
331 usekeys = containers; 350 usekeys = containers;
332 peaceful = 1; /* default peaceful */ 351 peaceful = 1; /* default peaceful */
771} 790}
772 791
773void 792void
774object::roll_stats () 793object::roll_stats ()
775{ 794{
776 int statsort [7]; 795 int statsort [NUM_STATS];
777 796
778 for (;;) 797 for (;;)
779 { 798 {
780 int sum = 0; 799 int sum = 0;
781 for (int i = 7; i--; ) 800 for (int i = NUM_STATS; i--; )
782 sum += statsort [i] = roll_stat (); 801 sum += statsort [i] = roll_stat ();
783 802
784 if (sum >= 82 && sum <= 116) 803 if (sum >= 82 && sum <= 116)
785 break; 804 break;
786 } 805 }
787 806
788 // Sort the stats so that rerolling is easier... 807 // Sort the stats so that rerolling is easier...
789 std::sort (statsort, statsort + 7, std::greater<int>()); 808 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
790 809
810 for (int i = 0; i < NUM_STATS; ++i)
791 stats.Str = statsort[0]; 811 stats.stat (i) = statsort [i];
792 stats.Dex = statsort[1];
793 stats.Con = statsort[2];
794 stats.Int = statsort[3];
795 stats.Wis = statsort[4];
796 stats.Pow = statsort[5];
797 stats.Cha = statsort[6];
798 812
799 stats.exp = 0; 813 stats.exp = 0;
800 stats.ac = 0; 814 stats.ac = 0;
801 815
802 stats.hp = stats.maxhp; 816 stats.hp = stats.maxhp;
814} 828}
815 829
816void 830void
817object::swap_stats (int a, int b) 831object::swap_stats (int a, int b)
818{ 832{
819 int tmp = get_attr_value (&contr->orig_stats, a); 833 swap (contr->orig_stats.stat (a), contr->orig_stats.stat (b));
820 set_attr_value (&contr->orig_stats, a, get_attr_value (&contr->orig_stats, b));
821 set_attr_value (&contr->orig_stats, b, tmp);
822 834
835 for (int i = 0; i < NUM_STATS; ++i)
823 stats.Str = contr->orig_stats.Str; 836 stats.stat (i) = contr->orig_stats.stat (i);
824 stats.Dex = contr->orig_stats.Dex;
825 stats.Con = contr->orig_stats.Con;
826 stats.Int = contr->orig_stats.Int;
827 stats.Wis = contr->orig_stats.Wis;
828 stats.Pow = contr->orig_stats.Pow;
829 stats.Cha = contr->orig_stats.Cha;
830 837
831 //TODO: the following code looks so borked and should, at the very least, 838 //TODO: the following code looks so borked and should, at the very least,
832 // be merged with the similar code in roll_stats 839 // be merged with the similar code in roll_stats
833 stats.ac = 0; 840 stats.ac = 0;
834 841
865 * appropriate action with it (change race, or other things). 872 * appropriate action with it (change race, or other things).
866 * The function name is for historical reasons - now we have 873 * The function name is for historical reasons - now we have
867 * separate race and class; this actually changes the RACE, 874 * separate race and class; this actually changes the RACE,
868 * not the class. 875 * not the class.
869 */ 876 */
870int 877void
871key_change_class (object *op, char key) 878player::chargen_race_done ()
872{ 879{
873 int tmp_loop;
874
875 if (key == 'd' || key == 'D')
876 {
877 char buf[MAX_BUF];
878
879 /* this must before then initial items are given */ 880 /* this must before then initial items are given */
880 esrv_new_player (op->contr, op->weight + op->carrying); 881 esrv_new_player (ob->contr, ob->weight + ob->carrying);
881 882
882 treasurelist *tl = find_treasurelist ("starting_wealth"); 883 treasurelist *tl = treasurelist::find ("starting_wealth");
883 if (tl) 884 if (tl)
884 create_treasure (tl, op, 0, 0, 0); 885 create_treasure (tl, ob, 0, 0, 0);
885 886
886 INVOKE_PLAYER (BIRTH, op->contr); 887 INVOKE_PLAYER (BIRTH, ob->contr);
887 INVOKE_PLAYER (LOGIN, op->contr); 888 INVOKE_PLAYER (LOGIN, ob->contr);
888 889
889 op->contr->ns->state = ST_PLAYING; 890 ob->contr->ns->state = ST_PLAYING;
890 891
891 if (op->msg) 892 if (ob->msg)
892 op->msg = NULL; 893 ob->msg = 0;
893 894
894 /* We create this now because some of the unique maps will need it 895 /* We create this now because some of the unique maps will need it
895 * to save here. 896 * to save here.
896 */ 897 */
898 {
899 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf); 901 make_path_to_file (buf);
902 }
899 903
900 start_info (op); 904 start_info (ob);
901 CLEAR_FLAG (op, FLAG_WIZ); 905 CLEAR_FLAG (ob, FLAG_WIZ);
902 give_initial_items (op, op->randomitems); 906 give_initial_items (ob, ob->randomitems);
903 link_player_skills (op); 907 link_player_skills (ob);
904 esrv_send_inventory (op, op); 908 esrv_send_inventory (ob, ob);
905 op->update_stats (); 909 ob->update_stats ();
906 910
907 /* This moves the player to a different start map, if there 911 /* This moves the player to a different start map, if there
908 * is one for this race 912 * is one for this race
909 */ 913 */
910 if (*first_map_ext_path) 914 if (*first_map_ext_path)
911 { 915 {
912 object *tmp; 916 object *tmp;
913 char mapname[MAX_BUF]; 917 char mapname[MAX_BUF];
914 918
915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 919 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
916 tmp = object::create (); 920 tmp = object::create ();
917 EXIT_PATH (tmp) = mapname; 921 EXIT_PATH (tmp) = mapname;
918 EXIT_X (tmp) = op->x; 922 EXIT_X (tmp) = ob->x;
919 EXIT_Y (tmp) = op->y; 923 EXIT_Y (tmp) = ob->y;
920 op->enter_exit (tmp); /* we don't really care if it succeeded; 924 ob->enter_exit (tmp); /* we don't really care if it succeeded;
921 * if the map isn't there, then stay on the 925 * if the map isn't there, then stay on the
922 * default initial map */ 926 * default initial map */
923 tmp->destroy (); 927 tmp->destroy ();
924 } 928 }
925 else 929 else
926 LOG (llevDebug, "first_map_ext_path not set\n"); 930 LOG (llevDebug, "first_map_ext_path not set\n");
931}
927 932
928 return 0; 933void
929 } 934player::chargen_race_next ()
930 935{
931 /* Following actually changes the race - this is the default command 936 /* Following actually changes the race - this is the default command
932 * if we don't match with one of the options above. 937 * if we don't match with one of the options above.
933 */ 938 */
934 939
935 tmp_loop = 0; 940 do
936 while (!tmp_loop)
937 { 941 {
938 shstr name = op->name; 942 shstr name = ob->name;
939 int x = op->x, y = op->y; 943 int x = ob->x, y = ob->y;
940 944
941 op->remove_statbonus (); 945 ob->remove_statbonus ();
942 op->remove (); 946 ob->remove ();
943 op->arch = get_player_archetype (op->arch); 947 ob->arch = get_player_archetype (ob->arch);
944 op->arch->clone.copy_to (op); 948 ob->arch->clone.copy_to (ob);
945 op->instantiate (); 949 ob->instantiate ();
946 op->stats = op->contr->orig_stats; 950 ob->stats = ob->contr->orig_stats;
947 op->name = op->name_pl = name; 951 ob->name = ob->name_pl = name;
948 op->x = x; 952 ob->x = x;
949 op->y = y; 953 ob->y = y;
950 SET_ANIMATION (op, 2); /* So player faces south */ 954 SET_ANIMATION (ob, 2); /* So player faces south */
951 insert_ob_in_map (op, op->map, op, 0); 955 insert_ob_in_map (ob, ob->map, ob, 0);
952 assign (op->contr->title, op->arch->clone.name); 956 assign (ob->contr->title, ob->arch->clone.name);
953 op->add_statbonus (); 957 ob->add_statbonus ();
954 tmp_loop = allowed_class (op);
955 } 958 }
959 while (!allowed_class (ob));
956 960
957 update_object (op, UP_OBJ_FACE); 961 update_object (ob, UP_OBJ_FACE);
958 esrv_update_item (UPD_FACE, op, op); 962 esrv_update_item (UPD_FACE, ob, ob);
959 op->update_stats (); 963 ob->update_stats ();
960 op->stats.hp = op->stats.maxhp; 964 ob->stats.hp = ob->stats.maxhp;
961 op->stats.sp = op->stats.maxsp; 965 ob->stats.sp = ob->stats.maxsp;
962 op->stats.grace = 0; 966 ob->stats.grace = 0;
963
964 if (op->msg)
965 new_draw_info (NDI_BLUE, 0, op, op->msg);
966
967 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
968 return 0;
969} 967}
970 968
971void 969void
972flee_player (object *op) 970flee_player (object *op)
973{ 971{
1020 /* Cornered, get rid of scared */ 1018 /* Cornered, get rid of scared */
1021 CLEAR_FLAG (op, FLAG_SCARED); 1019 CLEAR_FLAG (op, FLAG_SCARED);
1022 op->enemy = NULL; 1020 op->enemy = NULL;
1023} 1021}
1024 1022
1025
1026/* check_pick sees if there is stuff to be picked up/picks up stuff. 1023/* check_pick sees if there is stuff to be picked up/picks up stuff.
1027 * IT returns 1 if the player should keep on moving, 0 if he should 1024 * It returns 1 if the player should keep on moving, 0 if he should
1028 * stop. 1025 * stop.
1029 */ 1026 */
1030int 1027int
1031check_pick (object *op) 1028check_pick (object *op)
1032{ 1029{
1470 * find_better_arrow to find a decent arrow to use. 1467 * find_better_arrow to find a decent arrow to use.
1471 * op = the shooter 1468 * op = the shooter
1472 * type = bow->race 1469 * type = bow->race
1473 * dir = fire direction 1470 * dir = fire direction
1474 */ 1471 */
1475
1476object * 1472object *
1477pick_arrow_target (object *op, const char *type, int dir) 1473pick_arrow_target (object *op, const char *type, int dir)
1478{ 1474{
1479 object *tmp = NULL; 1475 object *tmp = NULL;
1480 maptile *m; 1476 maptile *m;
1545 */ 1541 */
1546int 1542int
1547fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1543fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1548{ 1544{
1549 object *left, *bow; 1545 object *left, *bow;
1550 int bowspeed, mflags; 1546 int mflags;
1551 maptile *m; 1547 maptile *m;
1552 1548
1553 if (!dir) 1549 if (!dir)
1554 { 1550 {
1555 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1551 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1556 return 0; 1552 return 0;
1557 } 1553 }
1558 1554
1559 if (op->type == PLAYER) 1555 if (op->contr)
1560 bow = op->contr->ranges[range_bow]; 1556 bow = op->current_weapon;
1561 else 1557 else
1562 { 1558 {
1563 for (bow = op->inv; bow; bow = bow->below) 1559 for (bow = op->inv; bow; bow = bow->below)
1564 /* Don't check for applied - monsters don't apply bows - in that way, they 1560 /* Don't check for applied - monsters don't apply bows - in that way, they
1565 * don't need to switch back and forth between bows and weapons. 1561 * don't need to switch back and forth between bows and weapons.
1570 if (!bow) 1566 if (!bow)
1571 { 1567 {
1572 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1568 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1573 return 0; 1569 return 0;
1574 } 1570 }
1571
1572 // optimisation: move object to top so we will find it quickly again
1573 if (bow->below)
1574 {
1575 bow->remove ();
1576 op->insert (bow);
1577 }
1578
1575 } 1579 }
1576 1580
1577 if (!bow->race || !bow->skill) 1581 if (!bow->race || !bow->skill)
1578 { 1582 {
1579 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1583 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1580 return 0; 1584 return 0;
1581 } 1585 }
1582
1583 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1584
1585 /* penalize ROF for bestarrow */
1586 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1587 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1588
1589 if (bowspeed < 1)
1590 bowspeed = 1;
1591 1586
1592 if (arrow == NULL) 1587 if (arrow == NULL)
1593 { 1588 {
1594 if ((arrow = find_arrow (op, bow->race)) == NULL) 1589 if ((arrow = find_arrow (op, bow->race)) == NULL)
1595 { 1590 {
1596 if (op->type == PLAYER) 1591 if (op->type == PLAYER)
1597 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1592 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1598 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1593 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1599 else 1594 else
1600 CLEAR_FLAG (op, FLAG_READY_BOW); 1595 CLEAR_FLAG (op, FLAG_READY_BOW);
1596
1601 return 0; 1597 return 0;
1602 } 1598 }
1603 } 1599 }
1604 1600
1605 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1601 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1629 1625
1630 arrow->set_owner (op); 1626 arrow->set_owner (op);
1631 arrow->skill = bow->skill; 1627 arrow->skill = bow->skill;
1632 arrow->direction = dir; 1628 arrow->direction = dir;
1633 1629
1630 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1631 arrow->stats.hp = arrow->stats.dam;
1632 arrow->stats.grace = arrow->attacktype;
1633
1634 if (arrow->slaying)
1635 arrow->spellarg = strdup (arrow->slaying);
1636
1637 if (player *pl = op->contr)
1638 {
1639 if (!pl->has_hit)
1640 {
1641 pl->has_hit = 1;
1642 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1643 }
1644#if 0
1645 float speed = pl->weapon_sp;
1646
1647 /* penalize ROF for bestarrow */
1648 if (pl->bowtype == bow_bestarrow)
1649 speed *= .9f;
1650 else
1651 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1652
1653 op->speed_left += speed - op->speed;
1654#endif
1655 }
1656
1657 SET_ANIMATION (arrow, arrow->direction);
1658
1659 /* update the speed */
1660 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1661 + bow->stats.dam / 7.0;
1662
1663 arrow->set_speed (max (arrow->speed, 2.0));
1664 arrow->speed_left = 0;
1665
1666 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1667
1634 if (op->type == PLAYER) 1668 if (op->type == PLAYER)
1635 { 1669 {
1636 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1637 op->update_stats ();
1638 }
1639
1640 SET_ANIMATION (arrow, arrow->direction);
1641 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1642 arrow->stats.hp = arrow->stats.dam;
1643 arrow->stats.grace = arrow->attacktype;
1644 if (arrow->slaying != NULL)
1645 arrow->spellarg = strdup (arrow->slaying);
1646
1647 /* Note that this was different for monsters - they got their level
1648 * added to the damage. I think the strength bonus is more proper.
1649 */
1650
1651 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1652
1653 /* update the speed */
1654 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1655 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1656
1657 arrow->set_speed (max (arrow->speed, 1.0));
1658 arrow->speed_left = 0;
1659
1660 if (op->type == PLAYER)
1661 {
1662 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1663 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1664 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1665
1666 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1670 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1671 wc -= dex_bonus[op->stats.Dex];
1672
1673 if (!arrow->slaying)
1674 arrow->slaying = op->slaying;
1675
1676 arrow->attacktype |= op->attacktype;
1667 } 1677 }
1668 else 1678 else
1669 { 1679 {
1670 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1671 arrow->level = op->level; 1680 arrow->level = op->level;
1672 } 1681 arrow->stats.wc -= bow->magic;
1673 1682
1674 if (arrow->attacktype == AT_PHYSICAL) 1683 if (!arrow->slaying)
1684 arrow->slaying = bow->slaying;
1685
1675 arrow->attacktype |= bow->attacktype; 1686 arrow->attacktype |= bow->attacktype;
1687 }
1676 1688
1677 if (bow->slaying) 1689 wc -= arrow->level;
1678 arrow->slaying = bow->slaying; 1690 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1679 1691
1692 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1680 arrow->move_type = MOVE_FLY_LOW; 1693 arrow->move_type = MOVE_FLY_LOW;
1681 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1694 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1682 1695
1683 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1696 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1684 m->insert (arrow, sx, sy, op); 1697 m->insert (arrow, sx, sy, op);
1709{ 1722{
1710 int ret = 0, wcmod = 0; 1723 int ret = 0, wcmod = 0;
1711 1724
1712 if (op->contr->bowtype == bow_bestarrow) 1725 if (op->contr->bowtype == bow_bestarrow)
1713 { 1726 {
1714 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1727 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1715 } 1728 }
1716 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1729 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1717 { 1730 {
1718 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1731 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1719 wcmod = -1; 1732 wcmod = -1;
1729 else if (op->contr->bowtype == bow_spreadshot) 1742 else if (op->contr->bowtype == bow_spreadshot)
1730 { 1743 {
1731 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1744 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1732 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1745 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1733 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1746 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1734
1735 } 1747 }
1736 else 1748 else
1737 { 1749 {
1738 /* Simple case */ 1750 /* Simple case */
1739 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1751 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1740 } 1752 }
1753
1741 return ret; 1754 return ret;
1742} 1755}
1743
1744 1756
1745/* Fires a misc (wand/rod/horn) object in 'dir'. 1757/* Fires a misc (wand/rod/horn) object in 'dir'.
1746 * Broken apart from 'fire' to keep it more readable. 1758 * Broken apart from 'fire' to keep it more readable.
1747 */ 1759 */
1748void 1760void
1749fire_misc_object (object *op, int dir) 1761fire_misc_object (object *op, int dir)
1750{ 1762{
1751 object *item; 1763 object *item = op->contr->ranged_ob;
1752 1764
1753 if (!op->contr->ranges[range_misc]) 1765 if (!item)
1754 { 1766 {
1755 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1767 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1756 return; 1768 return;
1757 } 1769 }
1758 1770
1759 item = op->contr->ranges[range_misc];
1760 if (!item->inv) 1771 if (!item->inv)
1761 { 1772 {
1762 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1773 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1763 return; 1774 return;
1764 } 1775 }
1776
1777 if (!op->change_weapon (item))
1778 return;
1779
1765 if (item->type == WAND) 1780 if (item->type == WAND)
1766 { 1781 {
1767 if (item->stats.food <= 0) 1782 if (item->stats.food <= 0)
1768 { 1783 {
1769 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1784 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1770 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1786
1771 return; 1787 return;
1772 } 1788 }
1773 } 1789 }
1774 else if (item->type == ROD || item->type == HORN) 1790 else if (item->type == ROD || item->type == HORN)
1775 { 1791 {
1776 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1792 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1777 { 1793 {
1778 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1794 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1795
1779 if (item->type == ROD) 1796 if (item->type == ROD)
1780 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1797 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1781 else 1798 else
1782 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1799 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1800
1783 return; 1801 return;
1784 } 1802 }
1785 } 1803 }
1786 1804
1787 if (cast_spell (op, item, dir, item->inv, NULL)) 1805 if (cast_spell (op, item, dir, item->inv, NULL))
1818 1836
1819 /* check for loss of invisiblity/hide */ 1837 /* check for loss of invisiblity/hide */
1820 if (action_makes_visible (op)) 1838 if (action_makes_visible (op))
1821 make_visible (op); 1839 make_visible (op);
1822 1840
1823 switch (op->contr->shoottype) 1841 player *pl = op->contr;
1842
1843 if (pl->golem)
1824 { 1844 {
1825 case range_none: 1845 control_golem (op->contr->golem, dir);
1826 return; 1846 return;
1847 }
1827 1848
1828 case range_bow: 1849 object *ob = pl->ranged_ob;
1850
1851 if (!ob)
1852 return;
1853
1854 if (!op->change_weapon (ob))
1855 return;
1856
1857 switch (ob->type)
1858 {
1859 case BOW:
1829 player_fire_bow (op, dir); 1860 player_fire_bow (op, dir);
1830 return; 1861 break;
1831 1862
1832 case range_magic: /* Casting spells */ 1863 case SPELL:
1833 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1864 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1834 return; 1865 break;
1835 1866
1836 case range_misc: 1867 case BUILDER:
1868 apply_map_builder (op, dir);
1869 break;
1870
1871 case SKILL:
1872 do_skill (op, op, ob, dir, 0);
1873 break;
1874
1875 default:
1837 fire_misc_object (op, dir); 1876 fire_misc_object (op, dir);
1838 return; 1877 break;
1839
1840 case range_golem: /* Control summoned monsters from scrolls */
1841 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1842 {
1843 op->contr->ranges[range_golem] = 0;
1844 op->contr->shoottype = range_none;
1845 }
1846 else
1847 control_golem (op->contr->ranges[range_golem], dir);
1848 return;
1849
1850 case range_skill:
1851 if (!op->chosen_skill)
1852 {
1853 if (op->type == PLAYER)
1854 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1855 return;
1856 }
1857
1858 do_skill (op, op, op->chosen_skill, dir, NULL);
1859 return;
1860 case range_builder:
1861 apply_map_builder (op, dir);
1862 return;
1863 default:
1864 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1865 return;
1866 } 1878 }
1867} 1879}
1868 1880
1869/* find_key 1881/* find_key
1870 * We try to find a key for the door as passed. If we find a key 1882 * We try to find a key for the door as passed. If we find a key
1970 if (key) 1982 if (key)
1971 { 1983 {
1972 object *container = key->env; 1984 object *container = key->env;
1973 1985
1974 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1986 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1987
1975 if (action_makes_visible (op)) 1988 if (action_makes_visible (op))
1976 make_visible (op); 1989 make_visible (op);
1990
1977 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1991 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1978 spring_trap (door->inv, op); 1992 spring_trap (door->inv, op);
1979 1993
1980 if (door->type == DOOR) 1994 if (door->type == DOOR)
1981 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1995 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2011 */ 2025 */
2012void 2026void
2013move_player_attack (object *op, int dir) 2027move_player_attack (object *op, int dir)
2014{ 2028{
2015 object *tmp, *mon; 2029 object *tmp, *mon;
2016 sint16 nx, ny;
2017 int on_battleground; 2030 int on_battleground;
2018 maptile *m; 2031 maptile *m;
2019 2032
2020 nx = freearr_x[dir] + op->x; 2033 sint16 nx = freearr_x[dir] + op->x;
2021 ny = freearr_y[dir] + op->y; 2034 sint16 ny = freearr_y[dir] + op->y;
2022 2035
2023 on_battleground = op_on_battleground (op, 0, 0); 2036 on_battleground = op_on_battleground (op, 0, 0);
2024 2037
2025 /* If braced, or can't move to the square, and it is not out of the 2038 /* If braced, or can't move to the square, and it is not out of the
2026 * map, attack it. Note order of if statement is important - don't 2039 * map, attack it. Note order of if statement is important - don't
2106 /* If we're braced, we don't want to switch places with it */ 2119 /* If we're braced, we don't want to switch places with it */
2107 if (op->contr->braced) 2120 if (op->contr->braced)
2108 return; 2121 return;
2109 2122
2110 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2123 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2111 (void) push_ob (mon, dir, op); 2124 push_ob (mon, dir, op);
2112 if (op->contr->tmp_invis || op->hide) 2125 if (op->contr->tmp_invis || op->hide)
2113 make_visible (op); 2126 make_visible (op);
2114 2127
2115 return; 2128 return;
2116 } 2129 }
2161 * that party_number -1 is no party, so attacks can still happen. 2174 * that party_number -1 is no party, so attacks can still happen.
2162 */ 2175 */
2163 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2176 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2164 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2177 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2165 { 2178 {
2166
2167 /* If the player hasn't hit something this tick, and does
2168 * so, give them speed boost based on weapon speed. Doing
2169 * it here is better than process_players2, which basically
2170 * incurred a 1 tick offset.
2171 */
2172 if (!op->contr->has_hit) 2179 if (!op->contr->has_hit)
2173 { 2180 {
2181 op->contr->has_hit = 1;
2174 op->speed_left += op->speed / op->contr->weapon_sp; 2182 op->speed_left += op->contr->weapon_speed () - op->speed;
2175
2176 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2177 } 2183 }
2178 2184
2179 skill_attack (mon, op, 0, 0, 0); 2185 skill_attack (mon, op, 0, 0, 0);
2180 2186
2181 /* If attacking another player, that player gets automatic 2187 /* If attacking another player, that player gets automatic
2259handle_newcs_player (object *op) 2265handle_newcs_player (object *op)
2260{ 2266{
2261 if (QUERY_FLAG (op, FLAG_SCARED)) 2267 if (QUERY_FLAG (op, FLAG_SCARED))
2262 { 2268 {
2263 flee_player (op); 2269 flee_player (op);
2270
2264 /* If player is still scared, that is his action for this tick */ 2271 /* If player is still scared, that is his action for this tick */
2265 if (QUERY_FLAG (op, FLAG_SCARED)) 2272 if (op->flag [FLAG_SCARED])
2266 { 2273 {
2267 op->speed_left--; 2274 --op->speed_left;
2268 return 0; 2275 return 0;
2269 } 2276 }
2270 } 2277 }
2271
2272 /* I've been seeing crashes where the golem has been destroyed, but
2273 * the player object still points to the defunct golem. The code that
2274 * destroys the golem looks correct, and it doesn't always happen, so
2275 * put this in a a workaround to clean up the golem pointer.
2276 */
2277 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2278 op->contr->ranges[range_golem] = 0;
2279 2278
2280 /* 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
2281 * the players time has been increased when doericserver has been 2280 * the players time has been increased when doericserver has been
2282 * called, so we recheck it here. 2281 * called, so we recheck it here.
2283 */ 2282 */
2284 if (op->contr->ns->handle_command ()) 2283 if (op->contr->ns->handle_command ())
2285 return 1; 2284 return 1;
2286 2285
2287 if (op->speed_left > 0) 2286 if (op->speed_left > 0.f)
2288 { 2287 {
2289 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2288 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2290 { 2289 {
2291 /* All move commands take 1 tick, at least for now */ 2290 /* All move commands take 1 tick, at least for now */
2292 op->speed_left--; 2291 --op->speed_left;
2293 2292
2294 /* Instead of all the stuff below, let move_player take care 2293 /* Instead of all the stuff below, let move_player take care
2295 * of it. Also, some of the skill stuff is only put in 2294 * of it. Also, some of the skill stuff is only put in
2296 * there, as well as the confusion stuff. 2295 * there, as well as the confusion stuff.
2297 */ 2296 */
2298 move_player (op, op->direction); 2297 move_player (op, op->direction);
2299 2298
2300 return op->speed_left > 0; 2299 return op->speed_left > 0.f;
2301 } 2300 }
2302 } 2301 }
2303 2302
2304 return 0; 2303 return 0;
2305} 2304}
2438 make_visible (op); 2437 make_visible (op);
2439 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2438 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2440 } 2439 }
2441 } 2440 }
2442 2441
2443 if (op->contr->outputs_sync)
2444 {
2445 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2446 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2447 flush_output_element (op, &op->contr->outputs[i]);
2448 }
2449
2450 if (op->contr->ns->state == ST_PLAYING) 2442 if (op->contr->ns->state == ST_PLAYING)
2451 { 2443 {
2452 /* these next three if clauses make it possible to SLOW DOWN 2444 /* these next three if clauses make it possible to SLOW DOWN
2453 hp/grace/spellpoint regeneration. */ 2445 hp/grace/spellpoint regeneration. */
2454 if (op->contr->gen_hp >= 0) 2446 if (op->contr->gen_hp >= 0)
2474 gen_grace = op->stats.maxgrace; 2466 gen_grace = op->stats.maxgrace;
2475 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2467 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2476 } 2468 }
2477 2469
2478 /* Regenerate Spell Points */ 2470 /* Regenerate Spell Points */
2479 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2471 if (!op->contr->golem && --op->last_sp < 0)
2480 { 2472 {
2481 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2473 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2482 if (op->stats.sp < op->stats.maxsp) 2474 if (op->stats.sp < op->stats.maxsp)
2483 { 2475 {
2484 op->stats.sp++; 2476 op->stats.sp++;
2909 op->stats.hp = op->stats.maxhp; 2901 op->stats.hp = op->stats.maxhp;
2910 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2902 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2911 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2903 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2912 2904
2913 /* 2905 /*
2914 * Check to see if the player is in a shop. IF so, then check to see if
2915 * the player has any unpaid items. If so, remove them and put them back 2906 * Check to see if the player has any unpaid items. If so, remove them
2916 * in the map. 2907 * and put them back in the map.
2917 */ 2908 */
2918
2919 if (is_in_shop (op))
2920 remove_unpaid_objects (op->inv, op); 2909 remove_unpaid_objects (op->inv, op);
2921 2910
2922 /****************************************/ 2911 /****************************************/
2923 /* */ 2912 /* */
2924 /* Move player to his current respawn- */ 2913 /* Move player to his current respawn- */
2925 /* position (usually last savebed) */ 2914 /* position (usually last savebed) */
2945 object *force; 2934 object *force;
2946 int at; 2935 int at;
2947 2936
2948 force = get_archetype (FORCE_NAME); 2937 force = get_archetype (FORCE_NAME);
2949 /* 50 ticks should be enough time for the spell to abate */ 2938 /* 50 ticks should be enough time for the spell to abate */
2950 force->speed = 0.1; 2939 force->speed = 0.1f;
2951 force->speed_left = -5.0; 2940 force->speed_left = -5.f;
2952 SET_FLAG (force, FLAG_APPLIED); 2941 SET_FLAG (force, FLAG_APPLIED);
2953 for (at = 0; at < NROFATTACKS; at++) 2942 for (at = 0; at < NROFATTACKS; at++)
2954 if (will_kill_again & (1 << at)) 2943 if (will_kill_again & (1 << at))
2955 force->resist[at] = 100; 2944 force->resist[at] = 100;
2956 2945
3374 char buf[MAX_BUF]; /* tmp. string buffer */ 3363 char buf[MAX_BUF]; /* tmp. string buffer */
3375 int i = 0, j = 0; 3364 int i = 0, j = 0;
3376 3365
3377 /* get the appropriate treasurelist */ 3366 /* get the appropriate treasurelist */
3378 if (atnr == ATNR_FIRE) 3367 if (atnr == ATNR_FIRE)
3379 trlist = find_treasurelist ("dragon_ability_fire"); 3368 trlist = treasurelist::find ("dragon_ability_fire");
3380 else if (atnr == ATNR_COLD) 3369 else if (atnr == ATNR_COLD)
3381 trlist = find_treasurelist ("dragon_ability_cold"); 3370 trlist = treasurelist::find ("dragon_ability_cold");
3382 else if (atnr == ATNR_ELECTRICITY) 3371 else if (atnr == ATNR_ELECTRICITY)
3383 trlist = find_treasurelist ("dragon_ability_elec"); 3372 trlist = treasurelist::find ("dragon_ability_elec");
3384 else if (atnr == ATNR_POISON) 3373 else if (atnr == ATNR_POISON)
3385 trlist = find_treasurelist ("dragon_ability_poison"); 3374 trlist = treasurelist::find ("dragon_ability_poison");
3386 3375
3387 if (trlist == NULL || who->type != PLAYER) 3376 if (trlist == NULL || who->type != PLAYER)
3388 return; 3377 return;
3389 3378
3390 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3379 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3522 * not readied. 3511 * not readied.
3523 */ 3512 */
3524void 3513void
3525player_unready_range_ob (player *pl, object *ob) 3514player_unready_range_ob (player *pl, object *ob)
3526{ 3515{
3527 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3516 if (pl->ob->current_weapon == ob)
3517 pl->ob->current_weapon = 0;
3518
3519 if (pl->combat_ob == ob)
3520 pl->combat_ob = 0;
3521
3528 if (pl->ranges[i] == ob) 3522 if (pl->ranged_ob == ob)
3529 {
3530 pl->ranges[i] = 0; 3523 pl->ranged_ob = 0;
3531 if (pl->shoottype == i)
3532 pl->shoottype = range_none;
3533 }
3534} 3524}
3535 3525
3536sint8 3526sint8
3537player::visibility_at (maptile *map, int x, int y) const 3527player::visibility_at (maptile *map, int x, int y) const
3538{ 3528{

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