… | |
… | |
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; |
|
|
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 | |
|
|
242 | /* can_use_shield is a new flag. However, the can_use.. seems to largely come |
|
|
243 | * from the class, and not race. I don't see any way to get the class information |
|
|
244 | * to then update this. I don't think this will actually break anything - anyone |
|
|
245 | * that can use armour should be able to use a shield. What this may 'break' |
|
|
246 | * are features new characters get, eg, if someone starts up with a Q, they |
|
|
247 | * should be able to use a shield. However, old Q's won't get that advantage. |
|
|
248 | */ |
|
|
249 | if (QUERY_FLAG (ob, FLAG_USE_ARMOUR)) |
|
|
250 | SET_FLAG (ob, FLAG_USE_SHIELD); |
|
|
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; |
… | |
… | |
300 | ns->reset_stats (); |
291 | ns->reset_stats (); |
301 | ns->pl = 0; |
292 | ns->pl = 0; |
302 | this->ns = 0; |
293 | this->ns = 0; |
303 | } |
294 | } |
304 | |
295 | |
|
|
296 | if (ob) |
305 | ob->close_container (); //TODO: client-specific |
297 | ob->close_container (); //TODO: client-specific |
|
|
298 | |
306 | deactivate (); |
299 | deactivate (); |
307 | } |
300 | } |
308 | |
301 | |
309 | // the need for this function can be explained |
302 | // the need for this function can be explained |
310 | // by load_object not returning the object |
303 | // by load_object not returning the object |
311 | void |
304 | void |
312 | player::set_object (object *op) |
305 | player::set_object (object *op) |
313 | { |
306 | { |
314 | ob = op; |
307 | ob = op; |
315 | ob->contr = this; /* this aren't yet in archetype */ |
308 | ob->contr = this; /* this aren't yet in archetype */ |
316 | |
309 | |
317 | ob->speed_left = 0.5; |
310 | ob->speed_left = 0.5; |
318 | ob->speed = 1.0; |
311 | ob->speed = 1.0; |
319 | ob->direction = 5; /* So player faces south */ |
312 | ob->direction = 5; /* So player faces south */ |
320 | ob->stats.wc = 2; |
|
|
321 | ob->run_away = 25; /* Then we panick... */ |
|
|
322 | |
|
|
323 | ob->roll_stats (); |
|
|
324 | } |
313 | } |
325 | |
314 | |
326 | player::player () |
315 | player::player () |
327 | { |
316 | { |
328 | /* There are some elements we want initialised to non zero value - |
317 | /* There are some elements we want initialised to non zero value - |
… | |
… | |
372 | player::create () |
361 | player::create () |
373 | { |
362 | { |
374 | player *pl = new player; |
363 | player *pl = new player; |
375 | |
364 | |
376 | pl->set_object (arch_to_object (get_player_archetype (0))); |
365 | pl->set_object (arch_to_object (get_player_archetype (0))); |
|
|
366 | |
|
|
367 | pl->ob->roll_stats (); |
|
|
368 | pl->ob->stats.wc = 2; |
|
|
369 | pl->ob->run_away = 25; /* Then we panick... */ |
|
|
370 | |
377 | set_first_map (pl->ob); |
371 | set_first_map (pl->ob); |
378 | |
372 | |
379 | return pl; |
373 | return pl; |
380 | } |
374 | } |
381 | |
375 | |
… | |
… | |
1036 | int |
1030 | int |
1037 | check_pick (object *op) |
1031 | check_pick (object *op) |
1038 | { |
1032 | { |
1039 | object *tmp, *next; |
1033 | object *tmp, *next; |
1040 | int stop = 0; |
1034 | int stop = 0; |
1041 | int j, k, wvratio; |
1035 | int wvratio; |
1042 | char putstring[128], tmpstr[16]; |
1036 | char putstring[128]; |
1043 | |
1037 | |
1044 | /* if you're flying, you cna't pick up anything */ |
1038 | /* if you're flying, you cna't pick up anything */ |
1045 | if (op->move_type & MOVE_FLYING) |
1039 | if (op->move_type & MOVE_FLYING) |
1046 | return 1; |
1040 | return 1; |
1047 | |
1041 | |
… | |
… | |
3083 | } |
3077 | } |
3084 | |
3078 | |
3085 | int |
3079 | int |
3086 | is_true_undead (object *op) |
3080 | is_true_undead (object *op) |
3087 | { |
3081 | { |
3088 | object *tmp = NULL; |
|
|
3089 | |
|
|
3090 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3082 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3091 | return 1; |
3083 | return 1; |
3092 | |
3084 | |
3093 | return 0; |
3085 | return 0; |
3094 | } |
3086 | } |