… | |
… | |
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 | |
141 | activate (); |
|
|
142 | |
|
|
143 | INVOKE_PLAYER (CONNECT, this); |
|
|
144 | INVOKE_PLAYER (LOGIN, this); |
|
|
145 | } |
|
|
146 | |
|
|
147 | void |
|
|
148 | player::disconnect () |
|
|
149 | { |
|
|
150 | if (ob) |
|
|
151 | { |
|
|
152 | ob->close_container (); //TODO: client-specific |
|
|
153 | ob->drop_unpaid_items (); |
|
|
154 | } |
|
|
155 | |
|
|
156 | if (ns) |
|
|
157 | { |
|
|
158 | if (active) |
|
|
159 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
160 | |
|
|
161 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
162 | |
|
|
163 | ns->reset_stats (); |
|
|
164 | ns->pl = 0; |
|
|
165 | ns = 0; |
|
|
166 | } |
|
|
167 | |
|
|
168 | // this is important for the player scheduler to get the correct refcount |
|
|
169 | // when ns = 0 |
|
|
170 | observe = viewpoint = ob; |
|
|
171 | |
|
|
172 | deactivate (); |
|
|
173 | } |
|
|
174 | |
|
|
175 | //-GPL |
|
|
176 | |
|
|
177 | // the need for this function can be explained |
|
|
178 | // by load_object not returning the object |
|
|
179 | void |
|
|
180 | player::set_object (object *op) |
|
|
181 | { |
|
|
182 | ob = observe = viewpoint = op; |
|
|
183 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
184 | |
|
|
185 | ob->speed = 1.0f; |
|
|
186 | ob->speed_left = 0.5f; |
|
|
187 | |
|
|
188 | ob->direction = 5; /* So player faces south */ |
|
|
189 | |
|
|
190 | ob->flag [FLAG_READY_WEAPON] = false; |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
191 | ob->flag [FLAG_READY_SKILL] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
192 | ob->flag [FLAG_READY_BOW] = false; |
141 | ob->flag [FLAG_READY_BOW] = false; |
193 | |
142 | |
194 | for (object *op = ob->inv; op; op = op->below) |
143 | for (object *op = ob->inv; op; op = op->below) |
195 | if (op->flag [FLAG_APPLIED]) |
144 | if (op->flag [FLAG_APPLIED]) |
196 | switch (op->type) |
145 | switch (op->type) |
197 | { |
146 | { |
198 | case SKILL: |
147 | case SKILL: |
199 | ob->flag [FLAG_APPLIED] = false; |
148 | op->flag [FLAG_APPLIED] = false; |
200 | break; |
149 | break; |
201 | |
150 | |
202 | case WAND: |
151 | case WAND: |
203 | case ROD: |
152 | case ROD: |
204 | case HORN: |
153 | case HORN: |
… | |
… | |
209 | case WEAPON: |
158 | case WEAPON: |
210 | combat_ob = op; |
159 | combat_ob = op; |
211 | break; |
160 | break; |
212 | } |
161 | } |
213 | |
162 | |
|
|
163 | ob->current_weapon = 0; |
214 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
215 | ob->deactivate (); // change_weapon activates, fix this better |
165 | activate (); // change_weapon also activates, but this doesn't hurt |
|
|
166 | |
|
|
167 | INVOKE_PLAYER (CONNECT, this); |
|
|
168 | INVOKE_PLAYER (LOGIN, this); |
|
|
169 | } |
|
|
170 | |
|
|
171 | void |
|
|
172 | player::disconnect () |
|
|
173 | { |
|
|
174 | if (ob) |
|
|
175 | { |
|
|
176 | ob->close_container (); //TODO: client-specific |
|
|
177 | ob->drop_unpaid_items (); |
|
|
178 | } |
|
|
179 | |
|
|
180 | if (ns) |
|
|
181 | { |
|
|
182 | if (active) |
|
|
183 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
184 | |
|
|
185 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
186 | |
|
|
187 | ns->reset_stats (); |
|
|
188 | ns->pl = 0; |
|
|
189 | ns = 0; |
|
|
190 | } |
|
|
191 | |
|
|
192 | // this is important for the player scheduler to get the correct refcount |
|
|
193 | // when ns = 0 |
|
|
194 | observe = viewpoint = ob; |
|
|
195 | |
|
|
196 | deactivate (); |
|
|
197 | } |
|
|
198 | |
|
|
199 | //-GPL |
|
|
200 | |
|
|
201 | // the need for this function can be explained |
|
|
202 | // by load_object not returning the object |
|
|
203 | void |
|
|
204 | player::set_object (object *op) |
|
|
205 | { |
|
|
206 | ob = observe = viewpoint = op; |
|
|
207 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
208 | |
|
|
209 | ob->speed = 1.0f; |
|
|
210 | ob->speed_left = 0.5f; |
|
|
211 | |
|
|
212 | ob->direction = 5; /* So player faces south */ |
216 | } |
213 | } |
217 | |
214 | |
218 | void |
215 | void |
219 | player::set_observe (object *op) |
216 | player::set_observe (object *op) |
220 | { |
217 | { |
… | |
… | |
310 | player * |
307 | player * |
311 | player::create () |
308 | player::create () |
312 | { |
309 | { |
313 | player *pl = new player; |
310 | player *pl = new player; |
314 | |
311 | |
315 | pl->set_object (arch_to_object (get_player_archetype (0))); |
312 | pl->set_object (get_player_archetype (0)->instance ()); |
316 | |
313 | |
317 | pl->ob->roll_stats (); |
314 | pl->ob->roll_stats (); |
318 | pl->ob->stats.wc = 2; |
315 | pl->ob->stats.wc = 2; |
319 | pl->ob->run_away = 25; /* Then we panick... */ |
316 | pl->ob->run_away = 25; /* Then we panick... */ |
320 | |
317 | |
… | |
… | |
637 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
634 | send_query (op->contr->ns, CS_QUERY_HIDEINPUT, "What is the password?\n:"); |
638 | } |
635 | } |
639 | |
636 | |
640 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
637 | /* This rolls four 1-6 rolls and sums the best 3 of the 4. */ |
641 | static int |
638 | static int |
642 | roll_stat (void) |
639 | roll_stat () |
643 | { |
640 | { |
644 | int a[4], i, j, k; |
641 | int a[4], i, j, k; |
645 | |
642 | |
646 | for (i = 0; i < 4; i++) |
643 | for (i = 0; i < 4; i++) |
647 | a[i] = (int) rndm (6) + 1; |
644 | a[i] = (int) rndm (6) + 1; |
… | |
… | |
867 | if (op->move_type & MOVE_FLYING) |
864 | if (op->move_type & MOVE_FLYING) |
868 | return 1; |
865 | return 1; |
869 | |
866 | |
870 | next = op->below; |
867 | next = op->below; |
871 | |
868 | |
872 | int cnt = MAX_ITEM_PER_DROP; |
869 | int cnt = MAX_ITEM_PER_ACTION; |
873 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
870 | #define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0) |
874 | |
871 | |
875 | /* loop while there are items on the floor that are not marked as |
872 | /* loop while there are items on the floor that are not marked as |
876 | * destroyed */ |
873 | * destroyed */ |
877 | while (next && !next->destroyed ()) |
874 | while (next && !next->destroyed ()) |
… | |
… | |
1002 | continue; |
999 | continue; |
1003 | } |
1000 | } |
1004 | |
1001 | |
1005 | /* wands/staves/rods/horns */ |
1002 | /* wands/staves/rods/horns */ |
1006 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1003 | if (op->contr->mode & PU_MAGIC_DEVICE) |
1007 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
1004 | if (tmp->type == WAND |
|
|
1005 | || tmp->type == ROD |
|
|
1006 | || tmp->type == HORN |
|
|
1007 | || tmp->type == POWER_CRYSTAL) |
1008 | { |
1008 | { |
1009 | CHK_PICK_PICKUP; |
1009 | CHK_PICK_PICKUP; |
1010 | continue; |
1010 | continue; |
1011 | } |
1011 | } |
1012 | |
1012 | |
1013 | /* pick up all magical items */ |
1013 | /* pick up all magical items */ |
1014 | if (op->contr->mode & PU_MAGICAL) |
1014 | if (op->contr->mode & PU_MAGICAL) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1015 | if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) |
|
|
1016 | && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) |
1016 | { |
1017 | { |
1017 | CHK_PICK_PICKUP; |
1018 | CHK_PICK_PICKUP; |
1018 | continue; |
1019 | continue; |
1019 | } |
1020 | } |
1020 | |
1021 | |
… | |
… | |
1027 | } |
1028 | } |
1028 | } |
1029 | } |
1029 | |
1030 | |
1030 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | /* rings & amulets - talismans seems to be typed AMULET */ |
1031 | if (op->contr->mode & PU_JEWELS) |
1032 | if (op->contr->mode & PU_JEWELS) |
1032 | if (tmp->type == RING || tmp->type == AMULET) |
1033 | if (tmp->type == RING |
|
|
1034 | || tmp->type == AMULET |
|
|
1035 | || tmp->type == GIRDLE |
|
|
1036 | || tmp->type == SKILL_TOOL) |
1033 | { |
1037 | { |
1034 | CHK_PICK_PICKUP; |
1038 | CHK_PICK_PICKUP; |
1035 | continue; |
1039 | continue; |
1036 | } |
1040 | } |
1037 | |
1041 | |
… | |
… | |
1086 | CHK_PICK_PICKUP; |
1090 | CHK_PICK_PICKUP; |
1087 | continue; |
1091 | continue; |
1088 | } |
1092 | } |
1089 | |
1093 | |
1090 | if (op->contr->mode & PU_GLOVES) |
1094 | if (op->contr->mode & PU_GLOVES) |
1091 | if (tmp->type == GLOVES) |
1095 | if (tmp->type == GLOVES || tmp->type == BRACERS) |
1092 | { |
1096 | { |
1093 | CHK_PICK_PICKUP; |
1097 | CHK_PICK_PICKUP; |
1094 | continue; |
1098 | continue; |
1095 | } |
1099 | } |
1096 | |
1100 | |
… | |
… | |
2022 | { |
2026 | { |
2023 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2027 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2024 | return 0; |
2028 | return 0; |
2025 | |
2029 | |
2026 | /* Sanity check: make sure dir is valid */ |
2030 | /* Sanity check: make sure dir is valid */ |
2027 | if ((dir < 0) || (dir >= 9)) |
2031 | if (dir < 0 || dir >= 9) |
2028 | { |
2032 | { |
2029 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2033 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2030 | return 0; |
2034 | return 0; |
2031 | } |
2035 | } |
2032 | |
2036 | |
… | |
… | |
2470 | if (op_on_battleground (op, &x, &y)) |
2474 | if (op_on_battleground (op, &x, &y)) |
2471 | { |
2475 | { |
2472 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2476 | deathtab << "You almost died in combat, but local medics have saved your life...\r"; |
2473 | |
2477 | |
2474 | /* create a bodypart-trophy to make the winner happy */ |
2478 | /* create a bodypart-trophy to make the winner happy */ |
2475 | if (object *tmp = arch_to_object (archetype::find (shstr_finger))) |
2479 | object *tmp = archetype::find (shstr_finger)->instance (); |
2476 | { |
2480 | |
2477 | tmp->name = format ("%s's finger" , &op->name); |
2481 | tmp->name = format ("%s's finger" , &op->name); |
2478 | tmp->name_pl = format ("%s's fingers", &op->name); |
2482 | tmp->name_pl = format ("%s's fingers", &op->name); |
2479 | tmp->msg = format ( |
2483 | tmp->msg = format ( |
2480 | "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n", |
2484 | "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, |
2485 | &op->name, op->contr->title, |
2482 | (int)op->level, |
2486 | (int)op->level, |
2483 | op->contr->killer_name () |
2487 | op->contr->killer_name () |
2484 | ); |
2488 | ); |
2485 | tmp->value = 0, tmp->type = 0; |
2489 | tmp->value = 0, tmp->type = 0; |
2486 | tmp->materialname = "organics"; |
2490 | tmp->material = name_to_material (shstr_organic); |
2487 | tmp->insert_at (op, tmp); |
2491 | tmp->insert_at (op, tmp); |
2488 | } |
|
|
2489 | |
2492 | |
2490 | /* teleport defeated player to new destination */ |
2493 | /* teleport defeated player to new destination */ |
2491 | transfer_ob (op, x, y, 0, NULL); |
2494 | transfer_ob (op, x, y, 0, NULL); |
2492 | op->contr->braced = 0; |
2495 | op->contr->braced = 0; |
2493 | |
2496 | |
… | |
… | |
2561 | object *dep; |
2564 | object *dep; |
2562 | |
2565 | |
2563 | dep = present_arch_in_ob (deparch, op); |
2566 | dep = present_arch_in_ob (deparch, op); |
2564 | if (!dep) |
2567 | if (!dep) |
2565 | { |
2568 | { |
2566 | dep = arch_to_object (deparch); |
2569 | dep = deparch->instance (); |
2567 | insert_ob_in_ob (dep, op); |
2570 | insert_ob_in_ob (dep, op); |
2568 | } |
2571 | } |
2569 | lose_this_stat = 1; |
2572 | lose_this_stat = 1; |
2570 | if (settings.balanced_stat_loss) |
2573 | if (settings.balanced_stat_loss) |
2571 | { |
2574 | { |
… | |
… | |
2637 | #endif |
2640 | #endif |
2638 | |
2641 | |
2639 | /* Put a gravestone up where the character 'almost' died. List the |
2642 | /* Put a gravestone up where the character 'almost' died. List the |
2640 | * exp loss on the stone. |
2643 | * exp loss on the stone. |
2641 | */ |
2644 | */ |
2642 | tmp = arch_to_object (archetype::find (shstr_gravestone)); |
2645 | tmp = archetype::find (shstr_gravestone)->instance (); |
2643 | tmp->name = format ("%s's gravestone", &op->name); |
2646 | tmp->name = format ("%s's gravestone", &op->name); |
2644 | tmp->name_pl = format ("%s's gravestones", &op->name); |
2647 | 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", |
2648 | 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 ()); |
2649 | &op->name, op->contr->title, op->contr->killer_name ()); |
2647 | tmp->x = op->x, tmp->y = op->y; |
2650 | tmp->x = op->x, tmp->y = op->y; |
… | |
… | |
2743 | * fix_weight(): Check recursively the weight of all players, and fix |
2746 | * fix_weight(): Check recursively the weight of all players, and fix |
2744 | * what needs to be fixed. Refresh windows and fix speed if anything |
2747 | * what needs to be fixed. Refresh windows and fix speed if anything |
2745 | * was changed. |
2748 | * was changed. |
2746 | */ |
2749 | */ |
2747 | void |
2750 | void |
2748 | fix_weight (void) |
2751 | fix_weight () |
2749 | { |
2752 | { |
2750 | for_all_players (pl) |
2753 | for_all_players (pl) |
2751 | { |
2754 | { |
2752 | sint32 old = pl->ob->carrying; |
2755 | sint32 old = pl->ob->carrying; |
2753 | |
2756 | |
… | |
… | |
2760 | } |
2763 | } |
2761 | } |
2764 | } |
2762 | } |
2765 | } |
2763 | |
2766 | |
2764 | void |
2767 | void |
2765 | fix_luck (void) |
2768 | fix_luck () |
2766 | { |
2769 | { |
2767 | for_all_players (pl) |
2770 | for_all_players (pl) |
2768 | if (!pl->ob->contr->ns->state) |
2771 | if (!pl->ob->contr->ns->state) |
2769 | pl->ob->change_luck (0); |
2772 | pl->ob->change_luck (0); |
2770 | } |
2773 | } |
… | |
… | |
3042 | && tmp->name == shstr_battleground |
3045 | && tmp->name == shstr_battleground |
3043 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3046 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3044 | { |
3047 | { |
3045 | /* before we assign the exit, check if this is a teambattle */ |
3048 | /* before we assign the exit, check if this is a teambattle */ |
3046 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3049 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3047 | { |
|
|
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3050 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3051 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3049 | { |
3052 | { |
3050 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3051 | { |
|
|
3052 | if (x && y) |
3053 | if (x && y) |
3053 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3054 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3054 | |
3055 | |
3055 | return 1; |
3056 | return 1; |
3056 | } |
|
|
3057 | } |
3057 | } |
3058 | } |
|
|
3059 | |
3058 | |
3060 | if (x && y) |
3059 | if (x && y) |
3061 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3060 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3062 | |
3061 | |
3063 | return 1; |
3062 | return 1; |
… | |
… | |
3220 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3219 | new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, item->msg); |
3221 | } |
3220 | } |
3222 | else |
3221 | else |
3223 | { |
3222 | { |
3224 | /* generate misc. treasure */ |
3223 | /* generate misc. treasure */ |
3225 | tmp = arch_to_object (tr->item); |
3224 | tmp = tr->item->instance (); |
3226 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3225 | new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); |
3227 | who->insert (tmp); |
3226 | who->insert (tmp); |
3228 | } |
3227 | } |
3229 | } |
3228 | } |
3230 | |
3229 | |