… | |
… | |
215 | |
215 | |
216 | /* make sure he's a player -- needed because of class change. */ |
216 | /* make sure he's a player -- needed because of class change. */ |
217 | ob->type = PLAYER; // we are paranoid |
217 | ob->type = PLAYER; // we are paranoid |
218 | ob->race = ob->arch->race; |
218 | ob->race = ob->arch->race; |
219 | |
219 | |
220 | ob->carrying = sum_weight (ob); |
220 | ob->update_weight (); |
221 | link_player_skills (ob); |
221 | link_player_skills (ob); |
222 | |
222 | |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
223 | CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); |
224 | |
224 | |
225 | assign (title, ob->arch->object::name); |
225 | assign (title, ob->arch->object::name); |
… | |
… | |
321 | combat_ob = op; |
321 | combat_ob = op; |
322 | break; |
322 | break; |
323 | } |
323 | } |
324 | |
324 | |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
325 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
|
|
326 | ob->deactivate (); // change_Weapon activates, fix this better |
326 | } |
327 | } |
327 | |
328 | |
328 | void |
329 | void |
329 | player::set_observe (object *op) |
330 | player::set_observe (object *op) |
330 | { |
331 | { |
… | |
… | |
403 | * Note: there MUST be at least one player archetype! |
404 | * Note: there MUST be at least one player archetype! |
404 | */ |
405 | */ |
405 | archetype * |
406 | archetype * |
406 | get_player_archetype (archetype *at) |
407 | get_player_archetype (archetype *at) |
407 | { |
408 | { |
|
|
409 | // archetypes could have been reloaded |
|
|
410 | archetype *nat = at ? archetype::find (at->archname) : archetypes [0]; |
|
|
411 | |
|
|
412 | if (!nat) |
|
|
413 | return at; |
|
|
414 | |
408 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
415 | archvec::iterator i = archetypes.find (nat); |
409 | |
416 | |
410 | for (;;) |
417 | for (;;) |
411 | { |
418 | { |
412 | if (++i == archetypes.end ()) |
419 | if (++i == archetypes.end ()) |
413 | i = archetypes.begin (); |
420 | i = archetypes.begin (); |
… | |
… | |
631 | |
638 | |
632 | return firstdir; |
639 | return firstdir; |
633 | } |
640 | } |
634 | |
641 | |
635 | void |
642 | void |
636 | give_initial_items (object *pl, treasurelist * items) |
643 | give_initial_items (object *pl, treasurelist *items) |
637 | { |
644 | { |
638 | object *op, *next = NULL; |
|
|
639 | |
|
|
640 | if (pl->randomitems != NULL) |
645 | if (pl->randomitems) |
641 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
646 | create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); |
642 | |
647 | |
643 | for (op = pl->inv; op; op = next) |
648 | for (object *next, *op = pl->inv; op; op = next) |
644 | { |
649 | { |
645 | next = op->below; |
650 | next = op->below; |
646 | |
651 | |
647 | /* Forces get applied per default, unless they have the |
652 | /* Forces get applied per default, unless they have the |
648 | * flag "neutral" set. Sorry but I can't think of a better way |
653 | * flag "neutral" set. Sorry but I can't think of a better way |
… | |
… | |
653 | /* we never give weapons/armour if these cannot be used |
658 | /* we never give weapons/armour if these cannot be used |
654 | * by this player due to race restrictions |
659 | * by this player due to race restrictions |
655 | */ |
660 | */ |
656 | if (pl->type == PLAYER) |
661 | if (pl->type == PLAYER) |
657 | { |
662 | { |
658 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && |
663 | if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) |
|
|
664 | && |
659 | (op->type == ARMOUR || op->type == BOOTS || |
665 | (op->type == ARMOUR || op->type == BOOTS |
660 | op->type == CLOAK || op->type == HELMET || |
666 | || op->type == CLOAK || op->type == HELMET |
661 | op->type == SHIELD || op->type == GLOVES || |
667 | || op->type == SHIELD || op->type == GLOVES |
|
|
668 | || op->type == BRACERS || op->type == GIRDLE)) |
662 | op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
669 | || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) |
663 | { |
670 | { |
664 | op->destroy (); |
671 | op->destroy (); |
665 | continue; |
672 | continue; |
666 | } |
673 | } |
667 | } |
674 | } |
… | |
… | |
690 | if (op->nrof > 1) |
697 | if (op->nrof > 1) |
691 | op->nrof = 1; |
698 | op->nrof = 1; |
692 | } |
699 | } |
693 | |
700 | |
694 | if (op->type == SPELLBOOK && op->inv) |
701 | if (op->type == SPELLBOOK && op->inv) |
695 | { |
|
|
696 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
702 | CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); |
697 | } |
|
|
698 | |
703 | |
699 | /* Give starting characters identified, uncursed, and undamned |
704 | /* Give starting characters identified, uncursed, and undamned |
700 | * items. Just don't identify gold or silver, or it won't be |
705 | * items. Just don't identify gold or silver, or it won't be |
701 | * merged properly. |
706 | * merged properly. |
702 | */ |
707 | */ |
703 | if (need_identify (op)) |
708 | if (need_identify (op)) |
704 | { |
709 | { |
705 | SET_FLAG (op, FLAG_IDENTIFIED); |
710 | SET_FLAG (op, FLAG_IDENTIFIED); |
706 | CLEAR_FLAG (op, FLAG_CURSED); |
711 | CLEAR_FLAG (op, FLAG_CURSED); |
707 | CLEAR_FLAG (op, FLAG_DAMNED); |
712 | CLEAR_FLAG (op, FLAG_DAMNED); |
708 | } |
713 | } |
|
|
714 | |
709 | if (op->type == SPELL) |
715 | if (op->type == SPELL) |
710 | { |
716 | { |
711 | op->destroy (); |
717 | op->destroy (); |
712 | continue; |
718 | continue; |
713 | } |
719 | } |
… | |
… | |
715 | { |
721 | { |
716 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
722 | SET_FLAG (op, FLAG_CAN_USE_SKILL); |
717 | op->stats.exp = 0; |
723 | op->stats.exp = 0; |
718 | op->level = 1; |
724 | op->level = 1; |
719 | } |
725 | } |
720 | /* lock all 'normal items by default */ |
726 | else /* lock all 'normal items by default */ |
721 | else |
|
|
722 | SET_FLAG (op, FLAG_INV_LOCKED); |
727 | SET_FLAG (op, FLAG_INV_LOCKED); |
723 | } /* for loop of objects in player inv */ |
728 | } /* for loop of objects in player inv */ |
724 | |
729 | |
725 | /* Need to set up the skill pointers */ |
730 | /* Need to set up the skill pointers */ |
726 | link_player_skills (pl); |
731 | link_player_skills (pl); |
… | |
… | |
832 | static void |
837 | static void |
833 | start_info (object *op) |
838 | start_info (object *op) |
834 | { |
839 | { |
835 | char buf[MAX_BUF]; |
840 | char buf[MAX_BUF]; |
836 | |
841 | |
837 | sprintf (buf, "Welcome to Crossfire v%s!", VERSION); |
842 | sprintf (buf, "Welcome to Deliantra v%s!", VERSION); |
838 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
843 | new_draw_info (NDI_UNIQUE, 0, op, buf); |
839 | //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help"); |
|
|
840 | //new_draw_info (NDI_UNIQUE, 0, op, " "); |
|
|
841 | } |
844 | } |
842 | |
845 | |
843 | /* This function takes the key that is passed, and does the |
846 | /* This function takes the key that is passed, and does the |
844 | * appropriate action with it (change race, or other things). |
847 | * appropriate action with it (change race, or other things). |
845 | * The function name is for historical reasons - now we have |
848 | * The function name is for historical reasons - now we have |
… | |
… | |
1357 | * found object is returned. |
1360 | * found object is returned. |
1358 | */ |
1361 | */ |
1359 | object * |
1362 | object * |
1360 | find_arrow (object *op, const char *type) |
1363 | find_arrow (object *op, const char *type) |
1361 | { |
1364 | { |
1362 | object *tmp = 0; |
|
|
1363 | |
|
|
1364 | for (op = op->inv; op; op = op->below) |
1365 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1365 | if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) |
|
|
1366 | tmp = find_arrow (splay (op), type); |
|
|
1367 | else if (op->type == ARROW && op->race == type) |
1366 | if (tmp->type == ARROW && !strcmp (&tmp->race, type)) |
1368 | return splay (op); |
1367 | return splay (tmp); |
1369 | |
1368 | |
|
|
1369 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1370 | if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type)) |
|
|
1371 | if (object *arrow = find_arrow (tmp, type)) |
|
|
1372 | { |
|
|
1373 | splay (tmp); |
|
|
1374 | return arrow; |
|
|
1375 | } |
|
|
1376 | |
1370 | return tmp; |
1377 | return 0; |
1371 | } |
1378 | } |
1372 | |
1379 | |
1373 | /* |
1380 | /* |
1374 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1381 | * Similar to find_arrow, but looks for (roughly) the best arrow to use |
1375 | * against the target. A full test is not performed, simply a basic test |
1382 | * against the target. A full test is not performed, simply a basic test |
… | |
… | |
1596 | arrow->destroy (); |
1603 | arrow->destroy (); |
1597 | return 0; |
1604 | return 0; |
1598 | } |
1605 | } |
1599 | |
1606 | |
1600 | left = arrow; /* these are arrows left to the player */ |
1607 | left = arrow; /* these are arrows left to the player */ |
1601 | arrow = get_split_ob (arrow, 1); |
1608 | arrow = arrow->split (); |
1602 | if (!arrow) |
1609 | if (!arrow) |
1603 | { |
1610 | { |
1604 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1611 | new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); |
1605 | return 0; |
1612 | return 0; |
1606 | } |
1613 | } |
… | |
… | |
1673 | op->play_sound (sound_find ("fire_arrow")); |
1680 | op->play_sound (sound_find ("fire_arrow")); |
1674 | m->insert (arrow, sx, sy, op); |
1681 | m->insert (arrow, sx, sy, op); |
1675 | |
1682 | |
1676 | if (!arrow->destroyed ()) |
1683 | if (!arrow->destroyed ()) |
1677 | move_arrow (arrow); |
1684 | move_arrow (arrow); |
1678 | |
|
|
1679 | if (op->type == PLAYER) |
|
|
1680 | { |
|
|
1681 | if (left->destroyed ()) |
|
|
1682 | esrv_del_item (op->contr, left->count); |
|
|
1683 | else |
|
|
1684 | esrv_send_item (op, left); |
|
|
1685 | } |
|
|
1686 | |
1685 | |
1687 | return 1; |
1686 | return 1; |
1688 | } |
1687 | } |
1689 | |
1688 | |
1690 | /* Special fire code for players - this takes into |
1689 | /* Special fire code for players - this takes into |
… | |
… | |
1980 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1979 | op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN); |
1981 | remove_door2 (door); /* remove door without violence ;-) */ |
1980 | remove_door2 (door); /* remove door without violence ;-) */ |
1982 | } |
1981 | } |
1983 | |
1982 | |
1984 | /* Do this after we print the message */ |
1983 | /* Do this after we print the message */ |
1985 | decrease_ob (key); /* Use up one of the keys */ |
1984 | key->decrease (); /* Use up one of the keys */ |
1986 | /* Need to update the weight the container the key was in */ |
1985 | /* Need to update the weight the container the key was in */ |
1987 | if (container != op) |
1986 | if (container != op) |
1988 | esrv_update_item (UPD_WEIGHT, op, container); |
1987 | esrv_update_item (UPD_WEIGHT, op, container); |
1989 | |
1988 | |
1990 | return 1; /* Nothing more to do below */ |
1989 | return 1; /* Nothing more to do below */ |
… | |
… | |
2174 | bool |
2173 | bool |
2175 | move_player (object *op, int dir) |
2174 | move_player (object *op, int dir) |
2176 | { |
2175 | { |
2177 | int pick; |
2176 | int pick; |
2178 | |
2177 | |
2179 | if (!op->map || op->map->in_memory != MAP_IN_MEMORY) |
2178 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2180 | return 0; |
2179 | return 0; |
2181 | |
2180 | |
2182 | /* Sanity check: make sure dir is valid */ |
2181 | /* Sanity check: make sure dir is valid */ |
2183 | if ((dir < 0) || (dir >= 9)) |
2182 | if ((dir < 0) || (dir >= 9)) |
2184 | { |
2183 | { |
… | |
… | |
2927 | |
2926 | |
2928 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2927 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2929 | { |
2928 | { |
2930 | if (tmp->nrof > 1) |
2929 | if (tmp->nrof > 1) |
2931 | { |
2930 | { |
2932 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2931 | tmp->decrease (rndm (1, tmp->nrof - 1)); |
2933 | tmp2->destroy (); |
|
|
2934 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2932 | insert_ob_in_map (tmp, op->map, NULL, 0); |
2935 | } |
2933 | } |
2936 | else |
2934 | else |
2937 | tmp->destroy (); |
2935 | tmp->destroy (); |
2938 | } |
2936 | } |
… | |
… | |
2949 | void |
2947 | void |
2950 | fix_weight (void) |
2948 | fix_weight (void) |
2951 | { |
2949 | { |
2952 | for_all_players (pl) |
2950 | for_all_players (pl) |
2953 | { |
2951 | { |
2954 | int old = pl->ob->carrying, sum = sum_weight (pl->ob); |
2952 | sint32 old = pl->ob->carrying; |
2955 | |
2953 | |
2956 | if (old == sum) |
2954 | pl->ob->update_weight (); |
2957 | continue; |
2955 | |
|
|
2956 | if (old != pl->ob->carrying) |
|
|
2957 | { |
2958 | pl->ob->update_stats (); |
2958 | pl->ob->update_stats (); |
2959 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); |
2959 | LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying); |
|
|
2960 | } |
2960 | } |
2961 | } |
2961 | } |
2962 | } |
2962 | |
2963 | |
2963 | void |
2964 | void |
2964 | fix_luck (void) |
2965 | fix_luck (void) |
… | |
… | |
3050 | * as bad as carrying a light on a pitch dark map */ |
3051 | * as bad as carrying a light on a pitch dark map */ |
3051 | if (has_carried_lights (ob)) |
3052 | if (has_carried_lights (ob)) |
3052 | level = -(10 + (2 * ob->map->darkness)); |
3053 | level = -(10 + (2 * ob->map->darkness)); |
3053 | |
3054 | |
3054 | /* scan through all nearby squares for terrain to hide in */ |
3055 | /* scan through all nearby squares for terrain to hide in */ |
3055 | for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3056 | for (i = 0, x = ob->x, y = ob->y; |
|
|
3057 | i <= SIZEOFFREE1; |
|
|
3058 | i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) |
3056 | { |
3059 | { |
3057 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3060 | mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); |
3058 | if (mflag & P_OUT_OF_MAP) |
3061 | if (mflag & P_OUT_OF_MAP) |
3059 | { |
|
|
3060 | continue; |
3062 | continue; |
3061 | } |
3063 | |
3062 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3064 | if (mflag & P_BLOCKSVIEW) /* something to hide near! */ |
3063 | level += 2; |
3065 | level += 2; |
3064 | else /* open terrain! */ |
3066 | else /* open terrain! */ |
3065 | level -= 1; |
3067 | level -= 1; |
3066 | } |
3068 | } |