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Comparing deliantra/server/server/player.C (file contents):
Revision 1.111 by root, Mon Apr 23 11:43:22 2007 UTC vs.
Revision 1.139 by root, Fri May 18 01:01:02 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>
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", (char *)"%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)
202 207
203 ob->remove (); 208 ob->remove ();
204 ob->map = 0; 209 ob->map = 0;
205 party = 0; 210 party = 0;
206 211
207 // 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
208 ranges [range_skill] = 0;
209 213
210 players.erase (this); 214 players.erase (this);
211} 215}
212 216
213// connect the player with a specific client 217// connect the player with a specific client
214// also changed, rationalises, and fixes some incorrect settings 218// also changes, rationalises, and fixes some incorrect settings
215void 219void
216player::connect (client *ns) 220player::connect (client *ns)
217{ 221{
218 this->ns = ns; 222 this->ns = ns;
219 ns->pl = this; 223 ns->pl = this;
230 ns->reset_stats (); 234 ns->reset_stats ();
231 235
232 /* make sure he's a player -- needed because of class change. */ 236 /* make sure he's a player -- needed because of class change. */
233 ob->type = PLAYER; // we are paranoid 237 ob->type = PLAYER; // we are paranoid
234 ob->race = ob->arch->clone.race; 238 ob->race = ob->arch->clone.race;
235
236 if (!legal_range (ob, shoottype))
237 shoottype = range_none;
238 239
239 ob->carrying = sum_weight (ob); 240 ob->carrying = sum_weight (ob);
240 link_player_skills (ob); 241 link_player_skills (ob);
241 242
242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 243 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
263 264
264 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 265 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
265 266
266 esrv_new_player (this, ob->weight + ob->carrying); 267 esrv_new_player (this, ob->weight + ob->carrying);
267 268
269 ob->flag [FLAG_READY_WEAPON] = false;
270 ob->flag [FLAG_READY_SKILL] = false;
271 ob->flag [FLAG_READY_BOW] = false;
272
273 for (object *op = ob->inv; op; op = op->below)
274 if (op->flag [FLAG_APPLIED])
275 switch (op->type)
276 {
277 case WAND:
278 case ROD:
279 case HORN:
280 case BOW:
281 case SKILL_TOOL:
282 case WEAPON:
283 op->flag [FLAG_APPLIED] = false;
284 apply_special (ob, op, AP_APPLY);
285 break;
286
287 case SKILL:
288 op->flag [FLAG_APPLIED] = false;
289 break;
290 }
291
292 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
268 ob->update_stats (); 293 ob->update_stats ();
294
269 ns->floorbox_update (); 295 ns->floorbox_update ();
270
271 esrv_send_inventory (ob, ob); 296 esrv_send_inventory (ob, ob);
272 esrv_add_spells (this, 0); 297 esrv_add_spells (this, 0);
273 298
274 activate (); 299 activate ();
275 300
291 316
292 INVOKE_PLAYER (DISCONNECT, this); 317 INVOKE_PLAYER (DISCONNECT, this);
293 318
294 ns->reset_stats (); 319 ns->reset_stats ();
295 ns->pl = 0; 320 ns->pl = 0;
296 this->ns = 0; 321 ns = 0;
297 } 322 }
298 323
299 if (ob) 324 if (ob)
300 ob->close_container (); //TODO: client-specific 325 ob->close_container (); //TODO: client-specific
301 326
308player::set_object (object *op) 333player::set_object (object *op)
309{ 334{
310 ob = op; 335 ob = op;
311 ob->contr = this; /* this aren't yet in archetype */ 336 ob->contr = this; /* this aren't yet in archetype */
312 337
313 ob->speed_left = 0.5; 338 ob->speed_left = 0.5f;
314 ob->speed = 1.0; 339 ob->speed = 1.0f;
315 ob->direction = 5; /* So player faces south */ 340 ob->direction = 5; /* So player faces south */
316} 341}
317 342
318player::player () 343player::player ()
319{ 344{
320 /* There are some elements we want initialised to non zero value - 345 /* There are some elements we want initialised to non zero value -
321 * we deal with that below this point. 346 * we deal with that below this point.
322 */ 347 */
323 outputs_sync = 6; /* Every 2 seconds */ 348 outputs_sync = 4;
324 outputs_count = 10; /* Keeps present behaviour */ 349 outputs_count = 4;
325 unapply = unapply_nochoice; 350 unapply = unapply_nochoice;
326 351
327 savebed_map = first_map_path; /* Init. respawn position */ 352 savebed_map = first_map_path; /* Init. respawn position */
328 353
329 gen_sp_armour = 10; 354 gen_sp_armour = 10;
330 shoottype = range_none;
331 bowtype = bow_normal; 355 bowtype = bow_normal;
332 petmode = pet_normal; 356 petmode = pet_normal;
333 listening = 10; 357 listening = 10;
334 usekeys = containers; 358 usekeys = containers;
335 peaceful = 1; /* default peaceful */ 359 peaceful = 1; /* default peaceful */
774} 798}
775 799
776void 800void
777object::roll_stats () 801object::roll_stats ()
778{ 802{
779 int statsort [7]; 803 int statsort [NUM_STATS];
780 804
781 for (;;) 805 for (;;)
782 { 806 {
783 int sum = 0; 807 int sum = 0;
784 for (int i = 7; i--; ) 808 for (int i = NUM_STATS; i--; )
785 sum += statsort [i] = roll_stat (); 809 sum += statsort [i] = roll_stat ();
786 810
787 if (sum >= 82 && sum <= 116) 811 if (sum >= 82 && sum <= 116)
788 break; 812 break;
789 } 813 }
790 814
791 // Sort the stats so that rerolling is easier... 815 // Sort the stats so that rerolling is easier...
792 std::sort (statsort, statsort + 7, std::greater<int>()); 816 std::sort (statsort, statsort + NUM_STATS, std::greater<int>());
793 817
818 for (int i = 0; i < NUM_STATS; ++i)
794 stats.Str = statsort[0]; 819 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];
801 820
802 stats.exp = 0; 821 stats.exp = 0;
803 stats.ac = 0; 822 stats.ac = 0;
804 823
805 stats.hp = stats.maxhp; 824 stats.hp = stats.maxhp;
817} 836}
818 837
819void 838void
820object::swap_stats (int a, int b) 839object::swap_stats (int a, int b)
821{ 840{
822 int tmp = get_attr_value (&contr->orig_stats, a); 841 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);
825 842
843 for (int i = 0; i < NUM_STATS; ++i)
826 stats.Str = contr->orig_stats.Str; 844 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;
833 845
834 //TODO: the following code looks so borked and should, at the very least, 846 //TODO: the following code looks so borked and should, at the very least,
835 // be merged with the similar code in roll_stats 847 // be merged with the similar code in roll_stats
836 stats.ac = 0; 848 stats.ac = 0;
837 849
868 * appropriate action with it (change race, or other things). 880 * appropriate action with it (change race, or other things).
869 * The function name is for historical reasons - now we have 881 * The function name is for historical reasons - now we have
870 * separate race and class; this actually changes the RACE, 882 * separate race and class; this actually changes the RACE,
871 * not the class. 883 * not the class.
872 */ 884 */
873int 885void
874key_change_class (object *op, char key) 886player::chargen_race_done ()
875{ 887{
876 int tmp_loop;
877
878 if (key == 'd' || key == 'D')
879 {
880 char buf[MAX_BUF];
881
882 /* this must before then initial items are given */ 888 /* this must before then initial items are given */
883 esrv_new_player (op->contr, op->weight + op->carrying); 889 esrv_new_player (ob->contr, ob->weight + ob->carrying);
884 890
885 treasurelist *tl = treasurelist::find ("starting_wealth"); 891 treasurelist *tl = treasurelist::find ("starting_wealth");
886 if (tl) 892 if (tl)
887 create_treasure (tl, op, 0, 0, 0); 893 create_treasure (tl, ob, 0, 0, 0);
888 894
889 INVOKE_PLAYER (BIRTH, op->contr); 895 INVOKE_PLAYER (BIRTH, ob->contr);
890 INVOKE_PLAYER (LOGIN, op->contr); 896 INVOKE_PLAYER (LOGIN, ob->contr);
891 897
892 op->contr->ns->state = ST_PLAYING; 898 ob->contr->ns->state = ST_PLAYING;
893 899
894 if (op->msg) 900 if (ob->msg)
895 op->msg = NULL; 901 ob->msg = 0;
896 902
897 /* We create this now because some of the unique maps will need it 903 /* We create this now because some of the unique maps will need it
898 * to save here. 904 * to save here.
899 */ 905 */
906 {
907 char buf[MAX_BUF];
900 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 908 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
901 make_path_to_file (buf); 909 make_path_to_file (buf);
910 }
902 911
903 start_info (op); 912 start_info (ob);
904 CLEAR_FLAG (op, FLAG_WIZ); 913 CLEAR_FLAG (ob, FLAG_WIZ);
905 give_initial_items (op, op->randomitems); 914 give_initial_items (ob, ob->randomitems);
906 link_player_skills (op); 915 link_player_skills (ob);
907 esrv_send_inventory (op, op); 916 esrv_send_inventory (ob, ob);
908 op->update_stats (); 917 ob->update_stats ();
909 918
910 /* This moves the player to a different start map, if there 919 /* This moves the player to a different start map, if there
911 * is one for this race 920 * is one for this race
912 */ 921 */
913 if (*first_map_ext_path) 922 if (*first_map_ext_path)
914 { 923 {
915 object *tmp; 924 object *tmp;
916 char mapname[MAX_BUF]; 925 char mapname[MAX_BUF];
917 926
918 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 927 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
919 tmp = object::create (); 928 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 929 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = op->x; 930 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = op->y; 931 EXIT_Y (tmp) = ob->y;
923 op->enter_exit (tmp); /* we don't really care if it succeeded; 932 ob->enter_exit (tmp); /* we don't really care if it succeeded;
924 * if the map isn't there, then stay on the 933 * if the map isn't there, then stay on the
925 * default initial map */ 934 * default initial map */
926 tmp->destroy (); 935 tmp->destroy ();
927 } 936 }
928 else 937 else
929 LOG (llevDebug, "first_map_ext_path not set\n"); 938 LOG (llevDebug, "first_map_ext_path not set\n");
939}
930 940
931 return 0; 941void
932 } 942player::chargen_race_next ()
933 943{
934 /* Following actually changes the race - this is the default command 944 /* Following actually changes the race - this is the default command
935 * if we don't match with one of the options above. 945 * if we don't match with one of the options above.
936 */ 946 */
937 947
938 tmp_loop = 0; 948 do
939 while (!tmp_loop)
940 { 949 {
941 shstr name = op->name; 950 shstr name = ob->name;
942 int x = op->x, y = op->y; 951 int x = ob->x, y = ob->y;
943 952
944 op->remove_statbonus (); 953 ob->remove_statbonus ();
945 op->remove (); 954 ob->remove ();
946 op->arch = get_player_archetype (op->arch); 955 ob->arch = get_player_archetype (ob->arch);
947 op->arch->clone.copy_to (op); 956 ob->arch->clone.copy_to (ob);
948 op->instantiate (); 957 ob->instantiate ();
949 op->stats = op->contr->orig_stats; 958 ob->stats = ob->contr->orig_stats;
950 op->name = op->name_pl = name; 959 ob->name = ob->name_pl = name;
951 op->x = x; 960 ob->x = x;
952 op->y = y; 961 ob->y = y;
953 SET_ANIMATION (op, 2); /* So player faces south */ 962 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (op, op->map, op, 0); 963 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (op->contr->title, op->arch->clone.name); 964 assign (ob->contr->title, ob->arch->clone.name);
956 op->add_statbonus (); 965 ob->add_statbonus ();
957 tmp_loop = allowed_class (op);
958 } 966 }
967 while (!allowed_class (ob));
959 968
960 update_object (op, UP_OBJ_FACE); 969 update_object (ob, UP_OBJ_FACE);
961 esrv_update_item (UPD_FACE, op, op); 970 esrv_update_item (UPD_FACE, ob, ob);
962 op->update_stats (); 971 ob->update_stats ();
963 op->stats.hp = op->stats.maxhp; 972 ob->stats.hp = ob->stats.maxhp;
964 op->stats.sp = op->stats.maxsp; 973 ob->stats.sp = ob->stats.maxsp;
965 op->stats.grace = 0; 974 ob->stats.grace = 0;
966
967 if (op->msg)
968 new_draw_info (NDI_BLUE, 0, op, op->msg);
969
970 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
971 return 0;
972} 975}
973 976
974void 977void
975flee_player (object *op) 978flee_player (object *op)
976{ 979{
1023 /* Cornered, get rid of scared */ 1026 /* Cornered, get rid of scared */
1024 CLEAR_FLAG (op, FLAG_SCARED); 1027 CLEAR_FLAG (op, FLAG_SCARED);
1025 op->enemy = NULL; 1028 op->enemy = NULL;
1026} 1029}
1027 1030
1028
1029/* check_pick sees if there is stuff to be picked up/picks up stuff. 1031/* check_pick sees if there is stuff to be picked up/picks up stuff.
1030 * IT returns 1 if the player should keep on moving, 0 if he should 1032 * It returns 1 if the player should keep on moving, 0 if he should
1031 * stop. 1033 * stop.
1032 */ 1034 */
1033int 1035int
1034check_pick (object *op) 1036check_pick (object *op)
1035{ 1037{
1473 * find_better_arrow to find a decent arrow to use. 1475 * find_better_arrow to find a decent arrow to use.
1474 * op = the shooter 1476 * op = the shooter
1475 * type = bow->race 1477 * type = bow->race
1476 * dir = fire direction 1478 * dir = fire direction
1477 */ 1479 */
1478
1479object * 1480object *
1480pick_arrow_target (object *op, const char *type, int dir) 1481pick_arrow_target (object *op, const char *type, int dir)
1481{ 1482{
1482 object *tmp = NULL; 1483 object *tmp = NULL;
1483 maptile *m; 1484 maptile *m;
1548 */ 1549 */
1549int 1550int
1550fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy) 1551fire_bow (object *op, object *part, object *arrow, int dir, int wc_mod, sint16 sx, sint16 sy)
1551{ 1552{
1552 object *left, *bow; 1553 object *left, *bow;
1553 int bowspeed, mflags; 1554 int mflags;
1554 maptile *m; 1555 maptile *m;
1555 1556
1556 if (!dir) 1557 if (!dir)
1557 { 1558 {
1558 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!"); 1559 new_draw_info (NDI_UNIQUE, 0, op, "You can't shoot yourself!");
1559 return 0; 1560 return 0;
1560 } 1561 }
1561 1562
1562 if (op->type == PLAYER) 1563 if (op->contr)
1563 bow = op->contr->ranges[range_bow]; 1564 bow = op->current_weapon;
1564 else 1565 else
1565 { 1566 {
1566 for (bow = op->inv; bow; bow = bow->below) 1567 for (bow = op->inv; bow; bow = bow->below)
1567 /* Don't check for applied - monsters don't apply bows - in that way, they 1568 /* Don't check for applied - monsters don't apply bows - in that way, they
1568 * don't need to switch back and forth between bows and weapons. 1569 * don't need to switch back and forth between bows and weapons.
1573 if (!bow) 1574 if (!bow)
1574 { 1575 {
1575 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1576 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1576 return 0; 1577 return 0;
1577 } 1578 }
1579
1580 // optimisation: move object to top so we will find it quickly again
1581 if (bow->below)
1582 {
1583 bow->remove ();
1584 op->insert (bow);
1585 }
1586
1578 } 1587 }
1579 1588
1580 if (!bow->race || !bow->skill) 1589 if (!bow->race || !bow->skill)
1581 { 1590 {
1582 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1583 return 0; 1592 return 0;
1584 } 1593 }
1585
1586 bowspeed = bow->stats.sp + dex_bonus[op->stats.Dex];
1587
1588 /* penalize ROF for bestarrow */
1589 if (op->type == PLAYER && op->contr->bowtype == bow_bestarrow)
1590 bowspeed -= dex_bonus[op->stats.Dex] + 5;
1591
1592 if (bowspeed < 1)
1593 bowspeed = 1;
1594 1594
1595 if (arrow == NULL) 1595 if (arrow == NULL)
1596 { 1596 {
1597 if ((arrow = find_arrow (op, bow->race)) == NULL) 1597 if ((arrow = find_arrow (op, bow->race)) == NULL)
1598 { 1598 {
1599 if (op->type == PLAYER) 1599 if (op->type == PLAYER)
1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1600 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1601 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1602 else 1602 else
1603 CLEAR_FLAG (op, FLAG_READY_BOW); 1603 CLEAR_FLAG (op, FLAG_READY_BOW);
1604
1604 return 0; 1605 return 0;
1605 } 1606 }
1606 } 1607 }
1607 1608
1608 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1609 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1632 1633
1633 arrow->set_owner (op); 1634 arrow->set_owner (op);
1634 arrow->skill = bow->skill; 1635 arrow->skill = bow->skill;
1635 arrow->direction = dir; 1636 arrow->direction = dir;
1636 1637
1638 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1639 arrow->stats.hp = arrow->stats.dam;
1640 arrow->stats.grace = arrow->attacktype;
1641
1642 if (arrow->slaying)
1643 arrow->spellarg = strdup (arrow->slaying);
1644
1645 if (player *pl = op->contr)
1646 {
1647 if (!pl->has_hit)
1648 {
1649 pl->has_hit = 1;
1650 pl->ob->speed_left += pl->weapon_speed () - pl->ob->speed;
1651 }
1652#if 0
1653 float speed = pl->weapon_sp;
1654
1655 /* penalize ROF for bestarrow */
1656 if (pl->bowtype == bow_bestarrow)
1657 speed *= .9f;
1658 else
1659 speed *= 1.f + dex_bonus[op->stats.Dex] * .2f;
1660
1661 op->speed_left += speed - op->speed;
1662#endif
1663 }
1664
1665 SET_ANIMATION (arrow, arrow->direction);
1666
1667 /* update the speed */
1668 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0
1669 + bow->stats.dam / 7.0;
1670
1671 arrow->set_speed (max (arrow->speed, 2.0));
1672 arrow->speed_left = 0;
1673
1674 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1675
1637 if (op->type == PLAYER) 1676 if (op->type == PLAYER)
1638 { 1677 {
1639 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1640 op->update_stats ();
1641 }
1642
1643 SET_ANIMATION (arrow, arrow->direction);
1644 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1645 arrow->stats.hp = arrow->stats.dam;
1646 arrow->stats.grace = arrow->attacktype;
1647 if (arrow->slaying != NULL)
1648 arrow->spellarg = strdup (arrow->slaying);
1649
1650 /* Note that this was different for monsters - they got their level
1651 * added to the damage. I think the strength bonus is more proper.
1652 */
1653
1654 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1655
1656 /* update the speed */
1657 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1658 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1659
1660 arrow->set_speed (max (arrow->speed, 1.0));
1661 arrow->speed_left = 0;
1662
1663 if (op->type == PLAYER)
1664 {
1665 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1666 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1667 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1668
1669 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1678 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1679 wc -= dex_bonus[op->stats.Dex];
1680
1681 if (!arrow->slaying)
1682 arrow->slaying = op->slaying;
1683
1684 arrow->attacktype |= op->attacktype;
1670 } 1685 }
1671 else 1686 else
1672 { 1687 {
1673 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1674 arrow->level = op->level; 1688 arrow->level = op->level;
1675 } 1689 arrow->stats.wc -= bow->magic;
1676 1690
1677 if (arrow->attacktype == AT_PHYSICAL) 1691 if (!arrow->slaying)
1692 arrow->slaying = bow->slaying;
1693
1678 arrow->attacktype |= bow->attacktype; 1694 arrow->attacktype |= bow->attacktype;
1695 }
1679 1696
1680 if (bow->slaying) 1697 wc -= arrow->level;
1681 arrow->slaying = bow->slaying; 1698 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1682 1699
1700 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1683 arrow->move_type = MOVE_FLY_LOW; 1701 arrow->move_type = MOVE_FLY_LOW;
1684 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1702 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1685 1703
1686 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1704 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1687 m->insert (arrow, sx, sy, op); 1705 m->insert (arrow, sx, sy, op);
1712{ 1730{
1713 int ret = 0, wcmod = 0; 1731 int ret = 0, wcmod = 0;
1714 1732
1715 if (op->contr->bowtype == bow_bestarrow) 1733 if (op->contr->bowtype == bow_bestarrow)
1716 { 1734 {
1717 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranges[range_bow]->race, dir), dir, 0, op->x, op->y); 1735 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1718 } 1736 }
1719 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1737 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1720 { 1738 {
1721 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1739 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1))
1722 wcmod = -1; 1740 wcmod = -1;
1732 else if (op->contr->bowtype == bow_spreadshot) 1750 else if (op->contr->bowtype == bow_spreadshot)
1733 { 1751 {
1734 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1752 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1735 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1753 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1736 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1754 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1737
1738 } 1755 }
1739 else 1756 else
1740 { 1757 {
1741 /* Simple case */ 1758 /* Simple case */
1742 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1759 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1743 } 1760 }
1761
1744 return ret; 1762 return ret;
1745} 1763}
1746
1747 1764
1748/* Fires a misc (wand/rod/horn) object in 'dir'. 1765/* Fires a misc (wand/rod/horn) object in 'dir'.
1749 * Broken apart from 'fire' to keep it more readable. 1766 * Broken apart from 'fire' to keep it more readable.
1750 */ 1767 */
1751void 1768void
1752fire_misc_object (object *op, int dir) 1769fire_misc_object (object *op, int dir)
1753{ 1770{
1754 object *item; 1771 object *item = op->contr->ranged_ob;
1755 1772
1756 if (!op->contr->ranges[range_misc]) 1773 if (!item)
1757 { 1774 {
1758 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied."); 1775 new_draw_info (NDI_UNIQUE, 0, op, "You have range item readied.");
1759 return; 1776 return;
1760 } 1777 }
1761 1778
1762 item = op->contr->ranges[range_misc];
1763 if (!item->inv) 1779 if (!item->inv)
1764 { 1780 {
1765 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1781 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1766 return; 1782 return;
1767 } 1783 }
1784
1785 if (!op->change_weapon (item))
1786 return;
1787
1768 if (item->type == WAND) 1788 if (item->type == WAND)
1769 { 1789 {
1770 if (item->stats.food <= 0) 1790 if (item->stats.food <= 0)
1771 { 1791 {
1772 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1792 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1773 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0)); 1793 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s goes poof.", query_base_name (item, 0));
1794
1774 return; 1795 return;
1775 } 1796 }
1776 } 1797 }
1777 else if (item->type == ROD || item->type == HORN) 1798 else if (item->type == ROD || item->type == HORN)
1778 { 1799 {
1779 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1800 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace))
1780 { 1801 {
1781 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0); 1802 play_sound_player_only (op->contr, SOUND_WAND_POOF, 0, 0);
1803
1782 if (item->type == ROD) 1804 if (item->type == ROD)
1783 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1805 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1784 else 1806 else
1785 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0)); 1807 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s needs more time to charge.", query_base_name (item, 0));
1808
1786 return; 1809 return;
1787 } 1810 }
1788 } 1811 }
1789 1812
1790 if (cast_spell (op, item, dir, item->inv, NULL)) 1813 if (cast_spell (op, item, dir, item->inv, NULL))
1821 1844
1822 /* check for loss of invisiblity/hide */ 1845 /* check for loss of invisiblity/hide */
1823 if (action_makes_visible (op)) 1846 if (action_makes_visible (op))
1824 make_visible (op); 1847 make_visible (op);
1825 1848
1826 switch (op->contr->shoottype) 1849 player *pl = op->contr;
1850
1851 if (pl->golem)
1827 { 1852 {
1828 case range_none: 1853 control_golem (op->contr->golem, dir);
1829 return; 1854 return;
1855 }
1830 1856
1831 case range_bow: 1857 object *ob = pl->ranged_ob;
1858
1859 if (!ob)
1860 return;
1861
1862 if (!op->change_weapon (ob))
1863 return;
1864
1865 switch (ob->type)
1866 {
1867 case BOW:
1832 player_fire_bow (op, dir); 1868 player_fire_bow (op, dir);
1833 return; 1869 break;
1834 1870
1835 case range_magic: /* Casting spells */ 1871 case SPELL:
1836 spellcost = (cast_spell (op, op, dir, op->contr->ranges[range_magic], op->contr->spellparam[0] ? op->contr->spellparam : 0)); 1872 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0);
1837 return; 1873 break;
1838 1874
1839 case range_misc: 1875 case BUILDER:
1876 apply_map_builder (op, dir);
1877 break;
1878
1879 case SKILL:
1880 do_skill (op, op, ob, dir, 0);
1881 break;
1882
1883 default:
1840 fire_misc_object (op, dir); 1884 fire_misc_object (op, dir);
1841 return; 1885 break;
1842
1843 case range_golem: /* Control summoned monsters from scrolls */
1844 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1845 {
1846 op->contr->ranges[range_golem] = 0;
1847 op->contr->shoottype = range_none;
1848 }
1849 else
1850 control_golem (op->contr->ranges[range_golem], dir);
1851 return;
1852
1853 case range_skill:
1854 if (!op->chosen_skill)
1855 {
1856 if (op->type == PLAYER)
1857 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1858 return;
1859 }
1860
1861 do_skill (op, op, op->chosen_skill, dir, NULL);
1862 return;
1863 case range_builder:
1864 apply_map_builder (op, dir);
1865 return;
1866 default:
1867 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1868 return;
1869 } 1886 }
1870} 1887}
1871 1888
1872/* find_key 1889/* find_key
1873 * We try to find a key for the door as passed. If we find a key 1890 * We try to find a key for the door as passed. If we find a key
1973 if (key) 1990 if (key)
1974 { 1991 {
1975 object *container = key->env; 1992 object *container = key->env;
1976 1993
1977 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1994 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1995
1978 if (action_makes_visible (op)) 1996 if (action_makes_visible (op))
1979 make_visible (op); 1997 make_visible (op);
1998
1980 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1999 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
1981 spring_trap (door->inv, op); 2000 spring_trap (door->inv, op);
1982 2001
1983 if (door->type == DOOR) 2002 if (door->type == DOOR)
1984 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 2003 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2014 */ 2033 */
2015void 2034void
2016move_player_attack (object *op, int dir) 2035move_player_attack (object *op, int dir)
2017{ 2036{
2018 object *tmp, *mon; 2037 object *tmp, *mon;
2019 sint16 nx, ny;
2020 int on_battleground; 2038 int on_battleground;
2021 maptile *m; 2039 maptile *m;
2022 2040
2023 nx = freearr_x[dir] + op->x; 2041 sint16 nx = freearr_x[dir] + op->x;
2024 ny = freearr_y[dir] + op->y; 2042 sint16 ny = freearr_y[dir] + op->y;
2025 2043
2026 on_battleground = op_on_battleground (op, 0, 0); 2044 on_battleground = op_on_battleground (op, 0, 0);
2027 2045
2028 /* If braced, or can't move to the square, and it is not out of the 2046 /* If braced, or can't move to the square, and it is not out of the
2029 * map, attack it. Note order of if statement is important - don't 2047 * map, attack it. Note order of if statement is important - don't
2094 2112
2095 /* If the creature is a pet, push it even if the player is not 2113 /* If the creature is a pet, push it even if the player is not
2096 * peaceful. Our assumption is the creature is a pet if the 2114 * peaceful. Our assumption is the creature is a pet if the
2097 * player owns it and it is either friendly or unagressive. 2115 * player owns it and it is either friendly or unagressive.
2098 */ 2116 */
2099 if ((op->type == PLAYER) 2117 if (op->type == PLAYER
2100#if COZY_SERVER
2101 &&
2102 ((mon->owner && mon->owner->contr 2118 && ((mon->owner && mon->owner->contr
2103 && same_party (mon->owner->contr->party, op->contr->party)) || mon->owner == op) 2119 && same_party (mon->owner->contr->party, op->contr->party))
2104#else
2105 && mon->owner == op 2120 || mon->owner == op)
2106#endif
2107 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))) 2121 && (QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)))
2108 { 2122 {
2109 /* If we're braced, we don't want to switch places with it */ 2123 /* If we're braced, we don't want to switch places with it */
2110 if (op->contr->braced) 2124 if (op->contr->braced)
2111 return; 2125 return;
2112 2126
2113 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER); 2127 play_sound_map (op->map, op->x, op->y, SOUND_PUSH_PLAYER);
2114 (void) push_ob (mon, dir, op); 2128 push_ob (mon, dir, op);
2115 if (op->contr->tmp_invis || op->hide) 2129 if (op->contr->tmp_invis || op->hide)
2116 make_visible (op); 2130 make_visible (op);
2117 2131
2118 return; 2132 return;
2119 } 2133 }
2121 /* in certain circumstances, you shouldn't attack friendly 2135 /* in certain circumstances, you shouldn't attack friendly
2122 * creatures. Note that if you are braced, you can't push 2136 * creatures. Note that if you are braced, you can't push
2123 * someone, but put it inside this loop so that you won't 2137 * someone, but put it inside this loop so that you won't
2124 * attack them either. 2138 * attack them either.
2125 */ 2139 */
2126 if ((mon->type == PLAYER || mon->enemy != op) && 2140 if ((mon->type == PLAYER || mon->enemy != op)
2127 (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY)) && ( 2141 && (mon->type == PLAYER || QUERY_FLAG (mon, FLAG_UNAGGRESSIVE) || QUERY_FLAG (mon, FLAG_FRIENDLY))
2128#ifdef PROHIBIT_PLAYERKILL
2129 (op->contr->peaceful 2142 && ((op->contr->peaceful
2130 || (mon->type == PLAYER 2143 || (mon->type == PLAYER && mon->contr->peaceful))
2131 && mon->contr->
2132 peaceful)) &&
2133#else
2134 op->contr->peaceful &&
2135#endif
2136 !on_battleground)) 2144 && !on_battleground))
2137 { 2145 {
2138 if (!op->contr->braced) 2146 if (!op->contr->braced)
2139 { 2147 {
2140 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);
2141 push_ob (mon, dir, op); 2149 push_ob (mon, dir, op);
2164 * that party_number -1 is no party, so attacks can still happen. 2172 * that party_number -1 is no party, so attacks can still happen.
2165 */ 2173 */
2166 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) && 2174 else if ((mon->stats.hp >= 0) && QUERY_FLAG (mon, FLAG_ALIVE) &&
2167 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party))) 2175 ((mon->type != PLAYER || op->contr->party == NULL || op->contr->party != mon->contr->party)))
2168 { 2176 {
2169
2170 /* If the player hasn't hit something this tick, and does
2171 * so, give them speed boost based on weapon speed. Doing
2172 * it here is better than process_players2, which basically
2173 * incurred a 1 tick offset.
2174 */
2175 if (!op->contr->has_hit) 2177 if (!op->contr->has_hit)
2176 { 2178 {
2179 op->contr->has_hit = 1;
2177 op->speed_left += op->speed / op->contr->weapon_sp; 2180 op->speed_left += op->contr->weapon_speed () - op->speed;
2178
2179 op->contr->has_hit = 1; /* The last action was to hit, so use weapon_sp */
2180 } 2181 }
2181 2182
2182 skill_attack (mon, op, 0, 0, 0); 2183 skill_attack (mon, op, 0, 0, 0);
2183 2184
2184 /* If attacking another player, that player gets automatic 2185 /* If attacking another player, that player gets automatic
2262handle_newcs_player (object *op) 2263handle_newcs_player (object *op)
2263{ 2264{
2264 if (QUERY_FLAG (op, FLAG_SCARED)) 2265 if (QUERY_FLAG (op, FLAG_SCARED))
2265 { 2266 {
2266 flee_player (op); 2267 flee_player (op);
2268
2267 /* If player is still scared, that is his action for this tick */ 2269 /* If player is still scared, that is his action for this tick */
2268 if (QUERY_FLAG (op, FLAG_SCARED)) 2270 if (op->flag [FLAG_SCARED])
2269 { 2271 {
2270 op->speed_left--; 2272 --op->speed_left;
2271 return 0; 2273 return 0;
2272 } 2274 }
2273 } 2275 }
2274
2275 /* I've been seeing crashes where the golem has been destroyed, but
2276 * the player object still points to the defunct golem. The code that
2277 * destroys the golem looks correct, and it doesn't always happen, so
2278 * put this in a a workaround to clean up the golem pointer.
2279 */
2280 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2281 op->contr->ranges[range_golem] = 0;
2282 2276
2283 /* call this here - we also will call this in do_ericserver, but 2277 /* call this here - we also will call this in do_ericserver, but
2284 * the players time has been increased when doericserver has been 2278 * the players time has been increased when doericserver has been
2285 * called, so we recheck it here. 2279 * called, so we recheck it here.
2286 */ 2280 */
2287 if (op->contr->ns->handle_command ()) 2281 if (op->contr->ns->handle_command ())
2288 return 1; 2282 return 1;
2289 2283
2290 if (op->speed_left > 0) 2284 if (op->speed_left > 0.f)
2291 { 2285 {
2292 if (op->direction && (op->contr->run_on || op->contr->fire_on)) 2286 if (op->direction && (op->contr->run_on || op->contr->fire_on))
2293 { 2287 {
2294 /* All move commands take 1 tick, at least for now */ 2288 /* All move commands take 1 tick, at least for now */
2295 op->speed_left--; 2289 --op->speed_left;
2296 2290
2297 /* Instead of all the stuff below, let move_player take care 2291 /* Instead of all the stuff below, let move_player take care
2298 * of it. Also, some of the skill stuff is only put in 2292 * of it. Also, some of the skill stuff is only put in
2299 * there, as well as the confusion stuff. 2293 * there, as well as the confusion stuff.
2300 */ 2294 */
2301 move_player (op, op->direction); 2295 move_player (op, op->direction);
2302 2296
2303 return op->speed_left > 0; 2297 return op->speed_left > 0.f;
2304 } 2298 }
2305 } 2299 }
2306 2300
2307 return 0; 2301 return 0;
2308} 2302}
2441 make_visible (op); 2435 make_visible (op);
2442 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2436 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2443 } 2437 }
2444 } 2438 }
2445 2439
2446 if (op->contr->outputs_sync)
2447 for (i = 0; i < NUM_OUTPUT_BUFS; i++)
2448 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks)
2449 flush_output_element (op, &op->contr->outputs[i]);
2450
2451 if (op->contr->ns->state == ST_PLAYING) 2440 if (op->contr->ns->state == ST_PLAYING)
2452 { 2441 {
2453 /* these next three if clauses make it possible to SLOW DOWN 2442 /* these next three if clauses make it possible to SLOW DOWN
2454 hp/grace/spellpoint regeneration. */ 2443 hp/grace/spellpoint regeneration. */
2455 if (op->contr->gen_hp >= 0) 2444 if (op->contr->gen_hp >= 0)
2475 gen_grace = op->stats.maxgrace; 2464 gen_grace = op->stats.maxgrace;
2476 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2465 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2477 } 2466 }
2478 2467
2479 /* Regenerate Spell Points */ 2468 /* Regenerate Spell Points */
2480 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2469 if (!op->contr->golem && --op->last_sp < 0)
2481 { 2470 {
2482 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2471 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2483 if (op->stats.sp < op->stats.maxsp) 2472 if (op->stats.sp < op->stats.maxsp)
2484 { 2473 {
2485 op->stats.sp++; 2474 op->stats.sp++;
2583 } 2572 }
2584 2573
2585 /* Digestion */ 2574 /* Digestion */
2586 if (--op->last_eat < 0) 2575 if (--op->last_eat < 0)
2587 { 2576 {
2588#ifdef COZY_SERVER
2589 int dg = op->contr->digestion >= 0 && op->contr->digestion < 2 ? 2 : op->contr->digestion;
2590 int bonus = dg > 0 ? dg : 0, penalty = dg < 0 ? -dg : 0;
2591#else
2592 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0; 2577 int bonus = op->contr->digestion > 0 ? op->contr->digestion : 0, penalty = op->contr->digestion < 0 ? -op->contr->digestion : 0;
2593#endif
2594 2578
2595 if (op->contr->gen_hp > 0) 2579 if (op->contr->gen_hp > 0)
2596 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1); 2580 op->last_eat = 25 * (1 + bonus) / (op->contr->gen_hp + penalty + 1);
2597 else 2581 else
2598 op->last_eat = 25 * (1 + bonus) / (penalty + 1); 2582 op->last_eat = 25 * (1 + bonus) / (penalty + 1);
2943 object *force; 2927 object *force;
2944 int at; 2928 int at;
2945 2929
2946 force = get_archetype (FORCE_NAME); 2930 force = get_archetype (FORCE_NAME);
2947 /* 50 ticks should be enough time for the spell to abate */ 2931 /* 50 ticks should be enough time for the spell to abate */
2948 force->speed = 0.1; 2932 force->speed = 0.1f;
2949 force->speed_left = -5.0; 2933 force->speed_left = -5.f;
2950 SET_FLAG (force, FLAG_APPLIED); 2934 SET_FLAG (force, FLAG_APPLIED);
2951 for (at = 0; at < NROFATTACKS; at++) 2935 for (at = 0; at < NROFATTACKS; at++)
2952 if (will_kill_again & (1 << at)) 2936 if (will_kill_again & (1 << at))
2953 force->resist[at] = 100; 2937 force->resist[at] = 100;
2954 2938
3520 * not readied. 3504 * not readied.
3521 */ 3505 */
3522void 3506void
3523player_unready_range_ob (player *pl, object *ob) 3507player_unready_range_ob (player *pl, object *ob)
3524{ 3508{
3525 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3509 if (pl->ob->current_weapon == ob)
3510 pl->ob->current_weapon = 0;
3511
3512 if (pl->combat_ob == ob)
3513 pl->combat_ob = 0;
3514
3526 if (pl->ranges[i] == ob) 3515 if (pl->ranged_ob == ob)
3527 {
3528 pl->ranges[i] = 0; 3516 pl->ranged_ob = 0;
3529 if (pl->shoottype == i)
3530 pl->shoottype = range_none;
3531 }
3532} 3517}
3533 3518
3534sint8 3519sint8
3535player::visibility_at (maptile *map, int x, int y) const 3520player::visibility_at (maptile *map, int x, int y) const
3536{ 3521{

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