… | |
… | |
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 | activate (); |
|
|
140 | |
|
|
141 | INVOKE_PLAYER (CONNECT, this); |
|
|
142 | INVOKE_PLAYER (LOGIN, this); |
|
|
143 | } |
|
|
144 | |
|
|
145 | void |
|
|
146 | player::disconnect () |
|
|
147 | { |
|
|
148 | if (ob) |
|
|
149 | { |
|
|
150 | ob->close_container (); //TODO: client-specific |
|
|
151 | ob->drop_unpaid_items (); |
|
|
152 | } |
|
|
153 | |
|
|
154 | if (ns) |
|
|
155 | { |
|
|
156 | if (active) |
|
|
157 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
|
|
158 | |
|
|
159 | INVOKE_PLAYER (DISCONNECT, this); |
|
|
160 | |
|
|
161 | ns->reset_stats (); |
|
|
162 | ns->pl = 0; |
|
|
163 | ns = 0; |
|
|
164 | } |
|
|
165 | |
|
|
166 | // this is important for the player scheduler to get the correct refcount |
|
|
167 | // when ns = 0 |
|
|
168 | observe = viewpoint = ob; |
|
|
169 | |
|
|
170 | deactivate (); |
|
|
171 | } |
|
|
172 | |
|
|
173 | //-GPL |
|
|
174 | |
|
|
175 | // the need for this function can be explained |
|
|
176 | // by load_object not returning the object |
|
|
177 | void |
|
|
178 | player::set_object (object *op) |
|
|
179 | { |
|
|
180 | ob = observe = viewpoint = op; |
|
|
181 | ob->contr = this; /* this aren't yet in archetype */ |
|
|
182 | |
|
|
183 | ob->speed = 1.0f; |
|
|
184 | ob->speed_left = 0.5f; |
|
|
185 | |
|
|
186 | ob->direction = 5; /* So player faces south */ |
|
|
187 | |
|
|
188 | ob->flag [FLAG_READY_WEAPON] = false; |
139 | ob->flag [FLAG_READY_WEAPON] = false; |
189 | ob->flag [FLAG_READY_SKILL] = false; |
140 | ob->flag [FLAG_READY_SKILL] = false; |
190 | ob->flag [FLAG_READY_BOW] = false; |
141 | ob->flag [FLAG_READY_BOW] = false; |
191 | |
142 | |
192 | for (object *op = ob->inv; op; op = op->below) |
143 | for (object *op = ob->inv; op; op = op->below) |
193 | if (op->flag [FLAG_APPLIED]) |
144 | if (op->flag [FLAG_APPLIED]) |
194 | switch (op->type) |
145 | switch (op->type) |
195 | { |
146 | { |
196 | case SKILL: |
147 | case SKILL: |
197 | ob->flag [FLAG_APPLIED] = false; |
148 | op->flag [FLAG_APPLIED] = false; |
198 | break; |
149 | break; |
199 | |
150 | |
200 | case WAND: |
151 | case WAND: |
201 | case ROD: |
152 | case ROD: |
202 | case HORN: |
153 | case HORN: |
… | |
… | |
207 | case WEAPON: |
158 | case WEAPON: |
208 | combat_ob = op; |
159 | combat_ob = op; |
209 | break; |
160 | break; |
210 | } |
161 | } |
211 | |
162 | |
|
|
163 | ob->current_weapon = 0; |
212 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
164 | ob->change_weapon (combat_ob ? combat_ob : ranged_ob); |
213 | 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 */ |
214 | } |
213 | } |
215 | |
214 | |
216 | void |
215 | void |
217 | player::set_observe (object *op) |
216 | player::set_observe (object *op) |
218 | { |
217 | { |
… | |
… | |
1863 | { |
1862 | { |
1864 | --op->speed_left; |
1863 | --op->speed_left; |
1865 | return true; |
1864 | return true; |
1866 | } |
1865 | } |
1867 | |
1866 | |
1868 | int on_battleground; |
|
|
1869 | |
|
|
1870 | sint16 nx = freearr_x[dir] + op->x; |
1867 | sint16 nx = freearr_x[dir] + op->x; |
1871 | sint16 ny = freearr_y[dir] + op->y; |
1868 | sint16 ny = freearr_y[dir] + op->y; |
1872 | |
|
|
1873 | on_battleground = op_on_battleground (op, 0, 0); |
|
|
1874 | |
1869 | |
1875 | if (out_of_map (op->map, nx, ny)) |
1870 | if (out_of_map (op->map, nx, ny)) |
1876 | return false; |
1871 | return false; |
1877 | |
1872 | |
1878 | /* If braced, or can't move to the square, and it is not out of the |
1873 | /* If braced, or can't move to the square, and it is not out of the |
… | |
… | |
1950 | } |
1945 | } |
1951 | else |
1946 | else |
1952 | return false; |
1947 | return false; |
1953 | } |
1948 | } |
1954 | |
1949 | |
|
|
1950 | bool on_battleground = op_on_battleground (op, 0, 0); |
|
|
1951 | |
1955 | /* in certain circumstances, you shouldn't attack friendly |
1952 | /* in certain circumstances, you shouldn't attack friendly |
1956 | * creatures. Note that if you are braced, you can't push |
1953 | * creatures. Note that if you are braced, you can't push |
1957 | * someone, but put it inside this loop so that you won't |
1954 | * someone, but put it inside this loop so that you won't |
1958 | * attack them either. |
1955 | * attack them either. |
1959 | */ |
1956 | */ |
… | |
… | |
2027 | { |
2024 | { |
2028 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2025 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2029 | return 0; |
2026 | return 0; |
2030 | |
2027 | |
2031 | /* Sanity check: make sure dir is valid */ |
2028 | /* Sanity check: make sure dir is valid */ |
2032 | if ((dir < 0) || (dir >= 9)) |
2029 | if (dir < 0 || dir >= 9) |
2033 | { |
2030 | { |
2034 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2031 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2035 | return 0; |
2032 | return 0; |
2036 | } |
2033 | } |
2037 | |
2034 | |
… | |
… | |
3046 | && tmp->name == shstr_battleground |
3043 | && tmp->name == shstr_battleground |
3047 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3044 | && EXIT_X (tmp) && EXIT_Y (tmp)) |
3048 | { |
3045 | { |
3049 | /* before we assign the exit, check if this is a teambattle */ |
3046 | /* before we assign the exit, check if this is a teambattle */ |
3050 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3047 | if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) |
3051 | { |
|
|
3052 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
3048 | for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below) |
|
|
3049 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
3053 | { |
3050 | { |
3054 | if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying) |
|
|
3055 | { |
|
|
3056 | if (x && y) |
3051 | if (x && y) |
3057 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3052 | *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); |
3058 | |
3053 | |
3059 | return 1; |
3054 | return 1; |
3060 | } |
|
|
3061 | } |
3055 | } |
3062 | } |
|
|
3063 | |
3056 | |
3064 | if (x && y) |
3057 | if (x && y) |
3065 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3058 | *x = EXIT_X (tmp), *y = EXIT_Y (tmp); |
3066 | |
3059 | |
3067 | return 1; |
3060 | return 1; |