… | |
… | |
116 | |
116 | |
117 | news[0] = '\0'; |
117 | news[0] = '\0'; |
118 | subject[0] = '\0'; |
118 | subject[0] = '\0'; |
119 | size = 0; |
119 | size = 0; |
120 | |
120 | |
121 | while (fgets (buf, MAX_BUF, fp) != NULL) |
121 | while (fgets (buf, MAX_BUF, fp)) |
122 | { |
122 | { |
123 | if (*buf == '#') |
123 | if (*buf == '#') |
124 | continue; |
124 | continue; |
125 | |
125 | |
126 | if (*buf == '%') |
126 | if (*buf == '%') |
… | |
… | |
197 | remove_friendly_object (ob); |
197 | remove_friendly_object (ob); |
198 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
199 | maplevel = ob->map->path; |
199 | maplevel = ob->map->path; |
200 | ob->remove (); |
200 | ob->remove (); |
201 | ob->map = 0; |
201 | ob->map = 0; |
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202 | party = 0; |
202 | |
203 | |
203 | // for weird reasons, this is often "ob", keeping a circular reference |
204 | // for weird reasons, this is often "ob", keeping a circular reference |
204 | ranges [range_skill] = 0; |
205 | ranges [range_skill] = 0; |
205 | |
206 | |
206 | players.erase (this); |
207 | players.erase (this); |
… | |
… | |
236 | link_player_skills (ob); |
237 | link_player_skills (ob); |
237 | |
238 | |
238 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
239 | |
240 | |
240 | assign (title, ob->arch->clone.name); |
241 | assign (title, ob->arch->clone.name); |
241 | |
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242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
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243 | * from the class, and not race. I don't see any way to get the class information |
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244 | * to then update this. I don't think this will actually break anything - anyone |
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245 | * that can use armour should be able to use a shield. What this may 'break' |
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246 | * are features new characters get, eg, if someone starts up with a Q, they |
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247 | * should be able to use a shield. However, old Q's won't get that advantage. |
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248 | */ |
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249 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
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250 | SET_FLAG (ob, FLAG_USE_SHIELD); |
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251 | |
242 | |
252 | /* if it's a dragon player, set the correct title here */ |
243 | /* if it's a dragon player, set the correct title here */ |
253 | if (is_dragon_pl (ob)) |
244 | if (is_dragon_pl (ob)) |
254 | { |
245 | { |
255 | object *tmp, *abil = 0, *skin = 0; |
246 | object *tmp, *abil = 0, *skin = 0; |
… | |
… | |
310 | // by load_object not returning the object |
301 | // by load_object not returning the object |
311 | void |
302 | void |
312 | player::set_object (object *op) |
303 | player::set_object (object *op) |
313 | { |
304 | { |
314 | ob = op; |
305 | ob = op; |
315 | ob->contr = this; /* this aren't yet in archetype */ |
306 | ob->contr = this; /* this aren't yet in archetype */ |
316 | |
307 | |
317 | ob->speed_left = 0.5; |
308 | ob->speed_left = 0.5; |
318 | ob->speed = 1.0; |
309 | ob->speed = 1.0; |
319 | ob->direction = 5; /* So player faces south */ |
310 | ob->direction = 5; /* So player faces south */ |
320 | ob->stats.wc = 2; |
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321 | ob->run_away = 25; /* Then we panick... */ |
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322 | |
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323 | ob->roll_stats (); |
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324 | } |
311 | } |
325 | |
312 | |
326 | player::player () |
313 | player::player () |
327 | { |
314 | { |
328 | /* There are some elements we want initialised to non zero value - |
315 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
372 | player::create () |
359 | player::create () |
373 | { |
360 | { |
374 | player *pl = new player; |
361 | player *pl = new player; |
375 | |
362 | |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
363 | pl->set_object (arch_to_object (get_player_archetype (0))); |
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|
364 | |
|
|
365 | pl->ob->roll_stats (); |
|
|
366 | pl->ob->stats.wc = 2; |
|
|
367 | pl->ob->run_away = 25; /* Then we panick... */ |
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368 | |
377 | set_first_map (pl->ob); |
369 | set_first_map (pl->ob); |
378 | |
370 | |
379 | return pl; |
371 | return pl; |
380 | } |
372 | } |
381 | |
373 | |