ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.243 by root, Sat Nov 7 18:30:06 2009 UTC vs.
Revision 1.262 by root, Sat Apr 3 03:35:33 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
107 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
108 108
109 ob->update_weight (); 109 ob->update_weight ();
110 link_skills (); 110 link_skills ();
111 111
112 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
113
114 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
115 113
116 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
117 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
118 { 116 {
119 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
120 118
121 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
122 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
136 134
137 ns->floorbox_update (); 135 ns->floorbox_update ();
138 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
139 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
140 138
139 ob->flag [FLAG_READY_WEAPON] = false;
140 ob->flag [FLAG_READY_SKILL] = false;
141 ob->flag [FLAG_READY_RANGE] = false;
142 ob->flag [FLAG_READY_BOW] = false;
143
144 for (object *op = ob->inv; op; op = op->below)
145 if (op->flag [FLAG_APPLIED])
146 switch (op->type)
147 {
148 case SKILL:
149 op->flag [FLAG_APPLIED] = false;
150 break;
151
152 case SPELL:
153 case WAND:
154 case ROD:
155 case HORN:
156 case BOW:
157 case RANGED:
158 ranged_ob = op;
159 op->flag [FLAG_APPLIED] = false;
160 break;
161
162 case WEAPON:
163 combat_ob = op;
164 op->flag [FLAG_APPLIED] = false;
165 break;
166 }
167
168 ob->update_stats (); // we unapplied stuff above
169
170 ob->current_weapon = 0;
171 if (object *item = combat_ob ? combat_ob : ranged_ob)
172 ob->apply (item);
173
141 activate (); 174 activate ();
142 175
143 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
144 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
145} 178}
184 217
185 ob->speed = 1.0f; 218 ob->speed = 1.0f;
186 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
187 220
188 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
189
190 ob->flag [FLAG_READY_WEAPON] = false;
191 ob->flag [FLAG_READY_SKILL] = false;
192 ob->flag [FLAG_READY_BOW] = false;
193
194 for (object *op = ob->inv; op; op = op->below)
195 if (op->flag [FLAG_APPLIED])
196 switch (op->type)
197 {
198 case SKILL:
199 ob->flag [FLAG_APPLIED] = false;
200 break;
201
202 case WAND:
203 case ROD:
204 case HORN:
205 case BOW:
206 ranged_ob = op;
207 break;
208
209 case WEAPON:
210 combat_ob = op;
211 break;
212 }
213
214 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
215 ob->deactivate (); // change_weapon activates, fix this better
216} 222}
217 223
218void 224void
219player::set_observe (object *op) 225player::set_observe (object *op)
220{ 226{
310player * 316player *
311player::create () 317player::create ()
312{ 318{
313 player *pl = new player; 319 player *pl = new player;
314 320
315 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
316 322
317 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
318 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
319 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
320 326
637 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); 643 send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:");
638} 644}
639 645
640/* This rolls four 1-6 rolls and sums the best 3 of the 4. */ 646/* This rolls four 1-6 rolls and sums the best 3 of the 4. */
641static int 647static int
642roll_stat (void) 648roll_stat ()
643{ 649{
644 int a[4], i, j, k; 650 int a[4], i, j, k;
645 651
646 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
647 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
841 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
842 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
843 { 849 {
844 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
845 851
846 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 852 if (op->move (absdir (dir + diff * m)) || (diff == 0 && op->move (absdir (dir - diff * m))))
847 return; 853 return;
848 } 854 }
849 855
850 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
851 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
861{ 867{
862 object *tmp, *next; 868 object *tmp, *next;
863 int stop = 0; 869 int stop = 0;
864 int wvratio; 870 int wvratio;
865 871
866 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
867 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
868 return 1; 874 return 1;
869 875
870 next = op->below; 876 next = op->below;
871 877
872 int cnt = MAX_ITEM_PER_DROP; 878 int cnt = MAX_ITEM_PER_ACTION;
873#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) 879#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
874 880
875 /* loop while there are items on the floor that are not marked as 881 /* loop while there are items on the floor that are not marked as
876 * destroyed */ 882 * destroyed */
877 while (next && !next->destroyed ()) 883 while (next && !next->destroyed ())
1002 continue; 1008 continue;
1003 } 1009 }
1004 1010
1005 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1006 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1007 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 1013 if (tmp->type == WAND
1014 || tmp->type == ROD
1015 || tmp->type == HORN
1016 || tmp->type == POWER_CRYSTAL)
1008 { 1017 {
1009 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1010 continue; 1019 continue;
1011 } 1020 }
1012 1021
1013 /* pick up all magical items */ 1022 /* pick up all magical items */
1014 if (op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1015 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1024 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL)
1025 && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1016 { 1026 {
1017 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1018 continue; 1028 continue;
1019 } 1029 }
1020 1030
1027 } 1037 }
1028 } 1038 }
1029 1039
1030 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1031 if (op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1032 if (tmp->type == RING || tmp->type == AMULET) 1042 if (tmp->type == RING
1043 || tmp->type == AMULET
1044 || tmp->type == GIRDLE
1045 || tmp->type == SKILL_TOOL)
1033 { 1046 {
1034 CHK_PICK_PICKUP; 1047 CHK_PICK_PICKUP;
1035 continue; 1048 continue;
1036 } 1049 }
1037 1050
1086 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1087 continue; 1100 continue;
1088 } 1101 }
1089 1102
1090 if (op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1091 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1092 { 1105 {
1093 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1094 continue; 1107 continue;
1095 } 1108 }
1096 1109
1580 { 1593 {
1581 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1582 return; 1595 return;
1583 } 1596 }
1584 1597
1585 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1586 return; 1599 return;
1587 1600
1588 if (item->type == WAND) 1601 if (item->type == WAND)
1589 { 1602 {
1590 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1663 if (op->speed_left > 0.f) 1676 if (op->speed_left > 0.f)
1664 --op->speed_left; 1677 --op->speed_left;
1665 else 1678 else
1666 return false; 1679 return false;
1667 1680
1668 if (!op->change_weapon (ob)) 1681 if (!op->apply (ob))
1669 return false; 1682 return false;
1670 1683
1671 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1672 if (action_makes_visible (op)) 1685 if (action_makes_visible (op))
1673 make_visible (op); 1686 make_visible (op);
1686 apply_map_builder (op, dir); 1699 apply_map_builder (op, dir);
1687 break; 1700 break;
1688 1701
1689 case SKILL: 1702 case SKILL:
1690 do_skill (op, op, ob, dir, 0); 1703 do_skill (op, op, ob, dir, 0);
1704 break;
1705
1706 case RANGED:
1707 //TODO: use skill to fire (do_skill_fire?)
1691 break; 1708 break;
1692 1709
1693 default: 1710 default:
1694 fire_misc_object (op, dir); 1711 fire_misc_object (op, dir);
1695 break; 1712 break;
1852 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1853 */ 1870 */
1854bool 1871bool
1855move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1856{ 1873{
1857 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op)) 1874 if (!op->contr->braced && op->speed_left > 0.f && op->move (dir))
1858 { 1875 {
1859 --op->speed_left; 1876 --op->speed_left;
1860 return true; 1877 return true;
1861 } 1878 }
1862 1879
1863 int on_battleground;
1864
1865 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1866 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1867
1868 on_battleground = op_on_battleground (op, 0, 0);
1869 1882
1870 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1871 return false; 1884 return false;
1872 1885
1873 /* If braced, or can't move to the square, and it is not out of the 1886 /* If braced, or can't move to the square, and it is not out of the
1945 } 1958 }
1946 else 1959 else
1947 return false; 1960 return false;
1948 } 1961 }
1949 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1950 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1951 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1952 * someone, but put it inside this loop so that you won't 1967 * someone, but put it inside this loop so that you won't
1953 * attack them either. 1968 * attack them either.
1954 */ 1969 */
2022{ 2037{
2023 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2024 return 0; 2039 return 0;
2025 2040
2026 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2027 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2028 { 2043 {
2029 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2030 return 0; 2045 return 0;
2031 } 2046 }
2032 2047
2124 2139
2125 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2126 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2127 2142
2128 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2129 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2130 2145
2131 op->update_stats (); 2146 op->update_stats ();
2132 return 1; 2147 return 1;
2133 } 2148 }
2134 2149
2363 2378
2364 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2365 { 2380 {
2366 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2367 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2382 "H<To prevent you from starving, you ate some random item from your backpack.>");
2368 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2369 2384
2370 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2371 break; 2386 break;
2372 } 2387 }
2373 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2379 */ 2394 */
2380 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2381 { 2396 {
2382 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2383 "H<To prevent you from starving, you ate some random item from your backpack.>"); 2398 "H<To prevent you from starving, you ate some random item from your backpack.>");
2384 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2385 } 2400 }
2386 2401
2387 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2388 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2389 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2445 cure_disease (op, 0, 0); /* remove any disease */ 2460 cure_disease (op, 0, 0); /* remove any disease */
2446 2461
2447 max_it (op->stats.hp , op->stats.maxhp); 2462 max_it (op->stats.hp , op->stats.maxhp);
2448 max_it (op->stats.sp , op->stats.maxsp); 2463 max_it (op->stats.sp , op->stats.maxsp);
2449 max_it (op->stats.grace, op->stats.maxgrace); 2464 max_it (op->stats.grace, op->stats.maxgrace);
2450
2451 if (op->stats.food <= 0) 2465 max_it (op->stats.food , 200);
2452 op->stats.food = 999;
2453 2466
2454 // remove all spell effects that are active 2467 // remove all spell effects that are active
2455 // to avoid long-term effects such as word-of-recall 2468 // to avoid long-term effects such as word-of-recall
2456 for (object *item = op->inv; item; ) 2469 for (object *item = op->inv; item; )
2457 { 2470 {
2470 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2471 { 2484 {
2472 deathtab << "You almost died in combat, but local medics have saved your life...\r"; 2485 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2473 2486
2474 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2475 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2476 { 2489
2477 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2478 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2479 tmp->msg = format ( 2492 tmp->msg = format (
2480 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", 2493 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2481 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2482 (int)op->level, 2495 (int)op->level,
2483 op->contr->killer_name () 2496 op->contr->killer_name ()
2484 ); 2497 );
2485 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2486 tmp->materialname = "organics"; 2499 tmp->material = name_to_material (shstr_organic);
2487 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2488 }
2489 2501
2490 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2491 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2492 op->contr->braced = 0; 2504 op->contr->braced = 0;
2493 2505
2561 object *dep; 2573 object *dep;
2562 2574
2563 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2564 if (!dep) 2576 if (!dep)
2565 { 2577 {
2566 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2567 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2568 } 2580 }
2569 lose_this_stat = 1; 2581 lose_this_stat = 1;
2570 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2571 { 2583 {
2637#endif 2649#endif
2638 2650
2639 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2640 * exp loss on the stone. 2652 * exp loss on the stone.
2641 */ 2653 */
2642 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2643 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2644 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2645 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n", 2657 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2646 &op->name, op->contr->title, op->contr->killer_name ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2647 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2743 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2744 * what needs to be fixed. Refresh windows and fix speed if anything 2756 * what needs to be fixed. Refresh windows and fix speed if anything
2745 * was changed. 2757 * was changed.
2746 */ 2758 */
2747void 2759void
2748fix_weight (void) 2760fix_weight ()
2749{ 2761{
2750 for_all_players (pl) 2762 for_all_players (pl)
2751 { 2763 {
2752 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2753 2765
2760 } 2772 }
2761 } 2773 }
2762} 2774}
2763 2775
2764void 2776void
2765fix_luck (void) 2777fix_luck ()
2766{ 2778{
2767 for_all_players (pl) 2779 for_all_players (pl)
2768 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2769 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2770} 2782}
3042 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3043 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3044 { 3056 {
3045 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3046 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3058 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3047 {
3048 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) 3059 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3060 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 { 3061 {
3050 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3051 {
3052 if (x && y) 3062 if (x && y)
3053 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3054 3064
3055 return 1; 3065 return 1;
3056 }
3057 } 3066 }
3058 }
3059 3067
3060 if (x && y) 3068 if (x && y)
3061 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3062 3070
3063 return 1; 3071 return 1;
3220 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3221 } 3229 }
3222 else 3230 else
3223 { 3231 {
3224 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3225 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3226 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3234 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3227 who->insert (tmp); 3235 who->insert (tmp);
3228 } 3236 }
3229}
3230
3231/**
3232 * Unready an object for a player. This function does nothing if the object was
3233 * not readied.
3234 */
3235void
3236player_unready_range_ob (player *pl, object *ob)
3237{
3238 if (pl->ob->current_weapon == ob)
3239 pl->ob->current_weapon = 0;
3240
3241 if (pl->combat_ob == ob)
3242 pl->combat_ob = 0;
3243
3244 if (pl->ranged_ob == ob)
3245 pl->ranged_ob = 0;
3246} 3237}
3247 3238
3248//-GPL 3239//-GPL
3249 3240
3250sint8 3241sint8

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines