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Comparing deliantra/server/server/player.C (file contents):
Revision 1.246 by root, Wed Nov 11 04:45:23 2009 UTC vs.
Revision 1.263 by root, Sat Apr 3 22:30:21 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.
110 link_skills (); 110 link_skills ();
111 111
112 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
113 113
114 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
115 if (is_dragon_pl (ob)) 115 if (ob->is_dragon ())
116 { 116 {
117 object *tmp, *abil = 0, *skin = 0; 117 object *tmp, *abil = 0, *skin = 0;
118 118
119 for (tmp = ob->inv; tmp; tmp = tmp->below) 119 for (tmp = ob->inv; tmp; tmp = tmp->below)
120 if (tmp->type == FORCE) 120 if (tmp->type == FORCE)
134 134
135 ns->floorbox_update (); 135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob); 136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0); 137 esrv_add_spells (this, 0);
138 138
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
139 activate (); 174 activate ();
140 175
141 INVOKE_PLAYER (CONNECT, this); 176 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this); 177 INVOKE_PLAYER (LOGIN, this);
143} 178}
182 217
183 ob->speed = 1.0f; 218 ob->speed = 1.0f;
184 ob->speed_left = 0.5f; 219 ob->speed_left = 0.5f;
185 220
186 ob->direction = 5; /* So player faces south */ 221 ob->direction = 5; /* So player faces south */
187
188 ob->flag [FLAG_READY_WEAPON] = false;
189 ob->flag [FLAG_READY_SKILL] = false;
190 ob->flag [FLAG_READY_BOW] = false;
191
192 for (object *op = ob->inv; op; op = op->below)
193 if (op->flag [FLAG_APPLIED])
194 switch (op->type)
195 {
196 case SKILL:
197 ob->flag [FLAG_APPLIED] = false;
198 break;
199
200 case WAND:
201 case ROD:
202 case HORN:
203 case BOW:
204 ranged_ob = op;
205 break;
206
207 case WEAPON:
208 combat_ob = op;
209 break;
210 }
211
212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
213 ob->deactivate (); // change_weapon activates, fix this better
214} 222}
215 223
216void 224void
217player::set_observe (object *op) 225player::set_observe (object *op)
218{ 226{
308player * 316player *
309player::create () 317player::create ()
310{ 318{
311 player *pl = new player; 319 player *pl = new player;
312 320
313 pl->set_object (arch_to_object (get_player_archetype (0))); 321 pl->set_object (get_player_archetype (0)->instance ());
314 322
315 pl->ob->roll_stats (); 323 pl->ob->roll_stats ();
316 pl->ob->stats.wc = 2; 324 pl->ob->stats.wc = 2;
317 pl->ob->run_away = 25; /* Then we panick... */ 325 pl->ob->run_away = 25; /* Then we panick... */
318 326
635 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:");
636} 644}
637 645
638/* 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. */
639static int 647static int
640roll_stat (void) 648roll_stat ()
641{ 649{
642 int a[4], i, j, k; 650 int a[4], i, j, k;
643 651
644 for (i = 0; i < 4; i++) 652 for (i = 0; i < 4; i++)
645 a[i] = (int) rndm (6) + 1; 653 a[i] = (int) rndm (6) + 1;
839 dir = absdir (4 + rv.direction); 847 dir = absdir (4 + rv.direction);
840 for (diff = 0; diff < 3; diff++) 848 for (diff = 0; diff < 3; diff++)
841 { 849 {
842 int m = 1 - rndm (2) * 2; 850 int m = 1 - rndm (2) * 2;
843 851
844 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))))
845 return; 853 return;
846 } 854 }
847 855
848 /* Cornered, get rid of scared */ 856 /* Cornered, get rid of scared */
849 CLEAR_FLAG (op, FLAG_SCARED); 857 CLEAR_FLAG (op, FLAG_SCARED);
859{ 867{
860 object *tmp, *next; 868 object *tmp, *next;
861 int stop = 0; 869 int stop = 0;
862 int wvratio; 870 int wvratio;
863 871
864 /* if you're flying, you cna't pick up anything */ 872 /* if you're flying, you can't pick up anything */
865 if (op->move_type & MOVE_FLYING) 873 if (op->move_type & MOVE_FLYING)
866 return 1; 874 return 1;
867 875
868 next = op->below; 876 next = op->below;
869 877
1000 continue; 1008 continue;
1001 } 1009 }
1002 1010
1003 /* wands/staves/rods/horns */ 1011 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE) 1012 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 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)
1006 { 1017 {
1007 CHK_PICK_PICKUP; 1018 CHK_PICK_PICKUP;
1008 continue; 1019 continue;
1009 } 1020 }
1010 1021
1011 /* pick up all magical items */ 1022 /* pick up all magical items */
1012 if (op->contr->mode & PU_MAGICAL) 1023 if (op->contr->mode & PU_MAGICAL)
1013 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))
1014 { 1026 {
1015 CHK_PICK_PICKUP; 1027 CHK_PICK_PICKUP;
1016 continue; 1028 continue;
1017 } 1029 }
1018 1030
1025 } 1037 }
1026 } 1038 }
1027 1039
1028 /* rings & amulets - talismans seems to be typed AMULET */ 1040 /* rings & amulets - talismans seems to be typed AMULET */
1029 if (op->contr->mode & PU_JEWELS) 1041 if (op->contr->mode & PU_JEWELS)
1030 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)
1031 { 1046 {
1032 CHK_PICK_PICKUP; 1047 CHK_PICK_PICKUP;
1033 continue; 1048 continue;
1034 } 1049 }
1035 1050
1084 CHK_PICK_PICKUP; 1099 CHK_PICK_PICKUP;
1085 continue; 1100 continue;
1086 } 1101 }
1087 1102
1088 if (op->contr->mode & PU_GLOVES) 1103 if (op->contr->mode & PU_GLOVES)
1089 if (tmp->type == GLOVES) 1104 if (tmp->type == GLOVES || tmp->type == BRACERS)
1090 { 1105 {
1091 CHK_PICK_PICKUP; 1106 CHK_PICK_PICKUP;
1092 continue; 1107 continue;
1093 } 1108 }
1094 1109
1578 { 1593 {
1579 LOG (llevError, "Object %s lacks a spell\n", &item->name); 1594 LOG (llevError, "Object %s lacks a spell\n", &item->name);
1580 return; 1595 return;
1581 } 1596 }
1582 1597
1583 if (!op->change_weapon (item)) 1598 if (!op->apply (item))
1584 return; 1599 return;
1585 1600
1586 if (item->type == WAND) 1601 if (item->type == WAND)
1587 { 1602 {
1588 if (item->stats.food <= 0) 1603 if (item->stats.food <= 0)
1639} 1654}
1640 1655
1641/* Received a fire command for the player - go and do it. 1656/* Received a fire command for the player - go and do it.
1642 */ 1657 */
1643bool 1658bool
1644fire (object *op, int dir) 1659fire (object *who, int dir)
1645{ 1660{
1646 int spellcost = 0; 1661 int spellcost = 0;
1647 1662
1648 player *pl = op->contr; 1663 player *pl = who->contr;
1649 1664
1650 if (pl->golem) 1665 if (pl->golem)
1651 { 1666 {
1652 control_golem (op->contr->golem, dir); 1667 control_golem (who->contr->golem, dir);
1653 return false; 1668 return false;
1654 } 1669 }
1655 1670
1656 object *ob = pl->ranged_ob; 1671 object *ob = pl->ranged_ob;
1657 1672
1658 if (!ob) 1673 if (!ob)
1659 return false; 1674 return false;
1660 1675
1661 if (op->speed_left > 0.f) 1676 if (who->speed_left > 0.f)
1662 --op->speed_left; 1677 --who->speed_left;
1663 else 1678 else
1664 return false; 1679 return false;
1665 1680
1666 if (!op->change_weapon (ob)) 1681 if (!who->apply (ob))
1667 return false; 1682 return false;
1668 1683
1669 /* check for loss of invisiblity/hide */ 1684 /* check for loss of invisiblity/hide */
1670 if (action_makes_visible (op)) 1685 if (action_makes_visible (who))
1671 make_visible (op); 1686 make_visible (who);
1672 1687
1673 switch (ob->type) 1688 switch (ob->type)
1674 { 1689 {
1675 case BOW: 1690 case BOW:
1676 player_fire_bow (op, dir); 1691 player_fire_bow (who, dir);
1677 break; 1692 break;
1678 1693
1679 case SPELL: 1694 case SPELL:
1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0); 1695 spellcost = cast_spell (who, who, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1681 break; 1696 break;
1682 1697
1683 case BUILDER: 1698 case BUILDER:
1684 apply_map_builder (op, dir); 1699 apply_map_builder (who, dir);
1685 break; 1700 break;
1686 1701
1687 case SKILL: 1702 case SKILL:
1688 do_skill (op, op, ob, dir, 0); 1703 do_skill (who, who, ob, dir, 0);
1689 break; 1704 break;
1690 1705
1706 case RANGED:
1707 do_skill (who, ob, who->chosen_skill, dir, 0);
1708 break;
1709
1691 default: 1710 default:
1692 fire_misc_object (op, dir); 1711 fire_misc_object (who, dir);
1693 break; 1712 break;
1694 } 1713 }
1695 1714
1696 return true; 1715 return true;
1697} 1716}
1850 * going to try and move (not fire weapons). 1869 * going to try and move (not fire weapons).
1851 */ 1870 */
1852bool 1871bool
1853move_player_attack (object *op, int dir) 1872move_player_attack (object *op, int dir)
1854{ 1873{
1855 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))
1856 { 1875 {
1857 --op->speed_left; 1876 --op->speed_left;
1858 return true; 1877 return true;
1859 } 1878 }
1860 1879
1861 int on_battleground;
1862
1863 sint16 nx = freearr_x[dir] + op->x; 1880 sint16 nx = freearr_x[dir] + op->x;
1864 sint16 ny = freearr_y[dir] + op->y; 1881 sint16 ny = freearr_y[dir] + op->y;
1865
1866 on_battleground = op_on_battleground (op, 0, 0);
1867 1882
1868 if (out_of_map (op->map, nx, ny)) 1883 if (out_of_map (op->map, nx, ny))
1869 return false; 1884 return false;
1870 1885
1871 /* 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
1943 } 1958 }
1944 else 1959 else
1945 return false; 1960 return false;
1946 } 1961 }
1947 1962
1963 bool on_battleground = op_on_battleground (op, 0, 0);
1964
1948 /* in certain circumstances, you shouldn't attack friendly 1965 /* in certain circumstances, you shouldn't attack friendly
1949 * creatures. Note that if you are braced, you can't push 1966 * creatures. Note that if you are braced, you can't push
1950 * 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
1951 * attack them either. 1968 * attack them either.
1952 */ 1969 */
2020{ 2037{
2021 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2022 return 0; 2039 return 0;
2023 2040
2024 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2025 if ((dir < 0) || (dir >= 9)) 2042 if (dir < 0 || dir >= 9)
2026 { 2043 {
2027 LOG (llevError, "move_player: invalid direction %d\n", dir); 2044 LOG (llevError, "move_player: invalid direction %d\n", dir);
2028 return 0; 2045 return 0;
2029 } 2046 }
2030 2047
2122 2139
2123 if (op->stats.hp < 0) 2140 if (op->stats.hp < 0)
2124 op->stats.hp = op->stats.maxhp; 2141 op->stats.hp = op->stats.maxhp;
2125 2142
2126 if (op->stats.food < 0) 2143 if (op->stats.food < 0)
2127 op->stats.food = 999; 2144 op->stats.food = MAX_FOOD;
2128 2145
2129 op->update_stats (); 2146 op->update_stats ();
2130 return 1; 2147 return 1;
2131 } 2148 }
2132 2149
2361 2378
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2379 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2363 { 2380 {
2364 op->statusmsg ("You blindly grab for a bite of food. " 2381 op->statusmsg ("You blindly grab for a bite of food. "
2365 "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.>");
2366 manual_apply (op, tmp, 0); 2383 op->apply (tmp);
2367 2384
2368 if (op->stats.food >= 0 || op->stats.hp < 0) 2385 if (op->stats.food >= 0 || op->stats.hp < 0)
2369 break; 2386 break;
2370 } 2387 }
2371 else if (tmp->type == FLESH) 2388 else if (tmp->type == FLESH)
2377 */ 2394 */
2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2395 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2379 { 2396 {
2380 op->statusmsg ("You blindly grab for a bite of food. " 2397 op->statusmsg ("You blindly grab for a bite of food. "
2381 "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.>");
2382 manual_apply (op, flesh, 0); 2399 op->apply (flesh);
2383 } 2400 }
2384 2401
2385 // If player is still starving, alert him! 2402 // If player is still starving, alert him!
2386 if (op->stats.food < 0) 2403 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! " 2404 op->failmsg ("You are starving! "
2443 cure_disease (op, 0, 0); /* remove any disease */ 2460 cure_disease (op, 0, 0); /* remove any disease */
2444 2461
2445 max_it (op->stats.hp , op->stats.maxhp); 2462 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp); 2463 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace); 2464 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0) 2465 max_it (op->stats.food , 200);
2450 op->stats.food = 999;
2451 2466
2452 // remove all spell effects that are active 2467 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall 2468 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; ) 2469 for (object *item = op->inv; item; )
2455 { 2470 {
2468 if (op_on_battleground (op, &x, &y)) 2483 if (op_on_battleground (op, &x, &y))
2469 { 2484 {
2470 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";
2471 2486
2472 /* create a bodypart-trophy to make the winner happy */ 2487 /* create a bodypart-trophy to make the winner happy */
2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger))) 2488 object *tmp = archetype::find (shstr_finger)->instance ();
2474 { 2489
2475 tmp->name = format ("%s's finger" , &op->name); 2490 tmp->name = format ("%s's finger" , &op->name);
2476 tmp->name_pl = format ("%s's fingers", &op->name); 2491 tmp->name_pl = format ("%s's fingers", &op->name);
2477 tmp->msg = format ( 2492 tmp->msg = format (
2478 "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",
2479 &op->name, op->contr->title, 2494 &op->name, op->contr->title,
2480 (int)op->level, 2495 (int)op->level,
2481 op->contr->killer_name () 2496 op->contr->killer_name ()
2482 ); 2497 );
2483 tmp->value = 0, tmp->type = 0; 2498 tmp->value = 0, tmp->type = 0;
2484 tmp->material = name_to_material (shstr_organic); 2499 tmp->material = name_to_material (shstr_organic);
2485 tmp->insert_at (op, tmp); 2500 tmp->insert_at (op, tmp);
2486 }
2487 2501
2488 /* teleport defeated player to new destination */ 2502 /* teleport defeated player to new destination */
2489 transfer_ob (op, x, y, 0, NULL); 2503 transfer_ob (op, x, y, 0, NULL);
2490 op->contr->braced = 0; 2504 op->contr->braced = 0;
2491 2505
2559 object *dep; 2573 object *dep;
2560 2574
2561 dep = present_arch_in_ob (deparch, op); 2575 dep = present_arch_in_ob (deparch, op);
2562 if (!dep) 2576 if (!dep)
2563 { 2577 {
2564 dep = arch_to_object (deparch); 2578 dep = deparch->instance ();
2565 insert_ob_in_ob (dep, op); 2579 insert_ob_in_ob (dep, op);
2566 } 2580 }
2567 lose_this_stat = 1; 2581 lose_this_stat = 1;
2568 if (settings.balanced_stat_loss) 2582 if (settings.balanced_stat_loss)
2569 { 2583 {
2635#endif 2649#endif
2636 2650
2637 /* Put a gravestone up where the character 'almost' died. List the 2651 /* Put a gravestone up where the character 'almost' died. List the
2638 * exp loss on the stone. 2652 * exp loss on the stone.
2639 */ 2653 */
2640 tmp = arch_to_object (archetype::find (shstr_gravestone)); 2654 tmp = archetype::find (shstr_gravestone)->instance ();
2641 tmp->name = format ("%s's gravestone", &op->name); 2655 tmp->name = format ("%s's gravestone", &op->name);
2642 tmp->name_pl = format ("%s's gravestones", &op->name); 2656 tmp->name_pl = format ("%s's gravestones", &op->name);
2643 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",
2644 &op->name, op->contr->title, op->contr->killer_name ()); 2658 &op->name, op->contr->title, op->contr->killer_name ());
2645 tmp->x = op->x, tmp->y = op->y; 2659 tmp->x = op->x, tmp->y = op->y;
2741 * fix_weight(): Check recursively the weight of all players, and fix 2755 * fix_weight(): Check recursively the weight of all players, and fix
2742 * 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
2743 * was changed. 2757 * was changed.
2744 */ 2758 */
2745void 2759void
2746fix_weight (void) 2760fix_weight ()
2747{ 2761{
2748 for_all_players (pl) 2762 for_all_players (pl)
2749 { 2763 {
2750 sint32 old = pl->ob->carrying; 2764 sint32 old = pl->ob->carrying;
2751 2765
2758 } 2772 }
2759 } 2773 }
2760} 2774}
2761 2775
2762void 2776void
2763fix_luck (void) 2777fix_luck ()
2764{ 2778{
2765 for_all_players (pl) 2779 for_all_players (pl)
2766 if (!pl->ob->contr->ns->state) 2780 if (!pl->ob->contr->ns->state)
2767 pl->ob->change_luck (0); 2781 pl->ob->change_luck (0);
2768} 2782}
3040 && tmp->name == shstr_battleground 3054 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp)) 3055 && EXIT_X (tmp) && EXIT_Y (tmp))
3042 { 3056 {
3043 /* before we assign the exit, check if this is a teambattle */ 3057 /* before we assign the exit, check if this is a teambattle */
3044 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))
3045 {
3046 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)
3047 { 3061 {
3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3049 {
3050 if (x && y) 3062 if (x && y)
3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3063 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052 3064
3053 return 1; 3065 return 1;
3054 }
3055 } 3066 }
3056 }
3057 3067
3058 if (x && y) 3068 if (x && y)
3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3069 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060 3070
3061 return 1; 3071 return 1;
3218 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); 3228 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg);
3219 } 3229 }
3220 else 3230 else
3221 { 3231 {
3222 /* generate misc. treasure */ 3232 /* generate misc. treasure */
3223 tmp = arch_to_object (tr->item); 3233 tmp = tr->item->instance ();
3224 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));
3225 who->insert (tmp); 3235 who->insert (tmp);
3226 } 3236 }
3227}
3228
3229/**
3230 * Unready an object for a player. This function does nothing if the object was
3231 * not readied.
3232 */
3233void
3234player_unready_range_ob (player *pl, object *ob)
3235{
3236 if (pl->ob->current_weapon == ob)
3237 pl->ob->current_weapon = 0;
3238
3239 if (pl->combat_ob == ob)
3240 pl->combat_ob = 0;
3241
3242 if (pl->ranged_ob == ob)
3243 pl->ranged_ob = 0;
3244} 3237}
3245 3238
3246//-GPL 3239//-GPL
3247 3240
3248sint8 3241sint8

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