… | |
… | |
180 | |
180 | |
181 | players.insert (this); |
181 | players.insert (this); |
182 | ob->remove (); |
182 | ob->remove (); |
183 | ob->map = 0; |
183 | ob->map = 0; |
184 | ob->activate_recursive (); |
184 | ob->activate_recursive (); |
|
|
185 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
186 | add_friendly_object (ob); |
185 | enter_map (); |
187 | enter_map (); |
186 | } |
188 | } |
187 | |
189 | |
188 | void |
190 | void |
189 | player::deactivate () |
191 | player::deactivate () |
190 | { |
192 | { |
191 | if (!active) |
193 | if (!active) |
192 | return; |
194 | return; |
193 | |
195 | |
194 | terminate_all_pets (ob); |
196 | terminate_all_pets (ob); |
|
|
197 | remove_friendly_object (ob); |
195 | ob->deactivate_recursive (); |
198 | ob->deactivate_recursive (); |
196 | ob->remove (); |
199 | ob->remove (); |
197 | ob->map = 0; |
200 | ob->map = 0; |
|
|
201 | |
|
|
202 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
203 | ranges [range_skill] = 0; |
198 | |
204 | |
199 | players.erase (this); |
205 | players.erase (this); |
200 | } |
206 | } |
201 | |
207 | |
202 | // connect the player with a specific client |
208 | // connect the player with a specific client |
… | |
… | |
209 | |
215 | |
210 | ns->update_look = 0; |
216 | ns->update_look = 0; |
211 | ns->look_position = 0; |
217 | ns->look_position = 0; |
212 | |
218 | |
213 | clear_los (ob); |
219 | clear_los (ob); |
|
|
220 | |
|
|
221 | //TODO: must move into client |
|
|
222 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
223 | * if a player quits and starts a new character, we wont |
|
|
224 | * send new values to the client, as things like exp start |
|
|
225 | * at zero. |
|
|
226 | */ |
|
|
227 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
228 | last_skill_exp[i] = -1; |
|
|
229 | |
|
|
230 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
231 | last_resist[i] = -1; |
|
|
232 | |
|
|
233 | last_weapon_sp = -1; |
|
|
234 | last_level = -1; |
|
|
235 | last_stats.exp = -1; |
|
|
236 | last_weight = (uint32) - 1; |
|
|
237 | last_flags = 0; |
|
|
238 | last_weight = 0; |
|
|
239 | last_weight_limit = 0; |
|
|
240 | last_path_attuned = 0; |
|
|
241 | last_path_repelled = 0; |
|
|
242 | last_path_denied = 0; |
|
|
243 | last_speed = 0; |
|
|
244 | run_on = 0; |
|
|
245 | fire_on = 0; |
|
|
246 | memset (&last_stats, 0, sizeof (living)); //TODO dirty |
214 | |
247 | |
215 | /* make sure he's a player -- needed because of class change. */ |
248 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
249 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->clone.race; |
250 | ob->race = ob->arch->clone.race; |
218 | |
251 | |
… | |
… | |
251 | else if (tmp->arch->name == dragon_skin_force) |
284 | else if (tmp->arch->name == dragon_skin_force) |
252 | skin = tmp; |
285 | skin = tmp; |
253 | |
286 | |
254 | set_dragon_name (ob, abil, skin); |
287 | set_dragon_name (ob, abil, skin); |
255 | } |
288 | } |
256 | |
|
|
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
258 | add_friendly_object (ob); |
|
|
259 | |
289 | |
260 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
290 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
261 | |
291 | |
262 | esrv_new_player (this, ob->weight + ob->carrying); |
292 | esrv_new_player (this, ob->weight + ob->carrying); |
263 | |
293 | |
… | |
… | |
330 | listening = 10; |
360 | listening = 10; |
331 | usekeys = containers; |
361 | usekeys = containers; |
332 | last_weapon_sp = -1; |
362 | last_weapon_sp = -1; |
333 | peaceful = 1; /* default peaceful */ |
363 | peaceful = 1; /* default peaceful */ |
334 | do_los = 1; |
364 | do_los = 1; |
335 | |
|
|
336 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
337 | * if a player quits and starts a new character, we wont |
|
|
338 | * send new values to the client, as things like exp start |
|
|
339 | * at zero. |
|
|
340 | */ |
|
|
341 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
342 | last_skill_exp[i] = -1; |
|
|
343 | |
|
|
344 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
345 | last_resist[i] = -1; |
|
|
346 | |
|
|
347 | last_stats.exp = -1; |
|
|
348 | last_weight = (uint32) - 1; |
|
|
349 | } |
365 | } |
350 | |
366 | |
351 | void |
367 | void |
352 | player::do_destroy () |
368 | player::do_destroy () |
353 | { |
369 | { |
… | |
… | |
417 | object *op = NULL; |
433 | object *op = NULL; |
418 | objectlink *ol; |
434 | objectlink *ol; |
419 | unsigned lastdist; |
435 | unsigned lastdist; |
420 | rv_vector rv; |
436 | rv_vector rv; |
421 | |
437 | |
422 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
438 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
423 | { |
439 | { |
424 | /* We should not find free objects on this friendly list, but it |
440 | /* We should not find free objects on this friendly list, but it |
425 | * does periodically happen. Given that, lets deal with it. |
441 | * does periodically happen. Given that, lets deal with it. |
426 | * While unlikely, it is possible the next object on the friendly |
442 | * While unlikely, it is possible the next object on the friendly |
427 | * list is also free, so encapsulate this in a while loop. |
443 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
431 | object *tmp = ol->ob; |
447 | object *tmp = ol->ob; |
432 | |
448 | |
433 | /* Can't do much more other than log the fact, because the object |
449 | /* Can't do much more other than log the fact, because the object |
434 | * itself will have been cleared. |
450 | * itself will have been cleared. |
435 | */ |
451 | */ |
436 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
452 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
453 | tmp->debug_desc ()); |
437 | ol = ol->next; |
454 | ol = ol->next; |
438 | remove_friendly_object (tmp); |
455 | remove_friendly_object (tmp); |
439 | if (!ol) |
456 | if (!ol) |
440 | return op; |
457 | return op; |
441 | } |
458 | } |
… | |
… | |
1859 | { |
1876 | { |
1860 | if (op->type == PLAYER) |
1877 | if (op->type == PLAYER) |
1861 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1878 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1862 | return; |
1879 | return; |
1863 | } |
1880 | } |
|
|
1881 | |
1864 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1882 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1865 | return; |
1883 | return; |
1866 | case range_builder: |
1884 | case range_builder: |
1867 | apply_map_builder (op, dir); |
1885 | apply_map_builder (op, dir); |
1868 | return; |
1886 | return; |
1869 | default: |
1887 | default: |