… | |
… | |
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 (); |
|
|
199 | maplevel = ob->map->path; |
196 | ob->remove (); |
200 | ob->remove (); |
197 | ob->map = 0; |
201 | ob->map = 0; |
|
|
202 | |
|
|
203 | // for weird reasons, this is often "ob", keeping a circular reference |
|
|
204 | ranges [range_skill] = 0; |
198 | |
205 | |
199 | players.erase (this); |
206 | players.erase (this); |
200 | } |
207 | } |
201 | |
208 | |
202 | // connect the player with a specific client |
209 | // connect the player with a specific client |
… | |
… | |
205 | player::connect (client *ns) |
212 | player::connect (client *ns) |
206 | { |
213 | { |
207 | this->ns = ns; |
214 | this->ns = ns; |
208 | ns->pl = this; |
215 | ns->pl = this; |
209 | |
216 | |
|
|
217 | run_on = 0; |
|
|
218 | fire_on = 0; |
|
|
219 | ob->container = 0; //TODO: client-specific |
|
|
220 | |
210 | ns->update_look = 0; |
221 | ns->update_look = 0; |
211 | ns->look_position = 0; |
222 | ns->look_position = 0; |
212 | |
223 | |
213 | clear_los (ob); |
224 | clear_los (ob); |
|
|
225 | |
|
|
226 | ns->reset_stats (); |
214 | |
227 | |
215 | /* make sure he's a player -- needed because of class change. */ |
228 | /* make sure he's a player -- needed because of class change. */ |
216 | ob->type = PLAYER; // we are paranoid |
229 | ob->type = PLAYER; // we are paranoid |
217 | ob->race = ob->arch->clone.race; |
230 | ob->race = ob->arch->clone.race; |
218 | |
231 | |
… | |
… | |
252 | skin = tmp; |
265 | skin = tmp; |
253 | |
266 | |
254 | set_dragon_name (ob, abil, skin); |
267 | set_dragon_name (ob, abil, skin); |
255 | } |
268 | } |
256 | |
269 | |
257 | CLEAR_FLAG (ob, FLAG_FRIENDLY); |
|
|
258 | add_friendly_object (ob); |
|
|
259 | |
|
|
260 | LOG (llevInfo, "LOGIN: Player named %s from ip %s\n", &ob->name, ns->host); |
|
|
261 | |
|
|
262 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
270 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
263 | |
271 | |
264 | esrv_new_player (this, ob->weight + ob->carrying); |
272 | esrv_new_player (this, ob->weight + ob->carrying); |
265 | |
273 | |
266 | ob->update_stats (); |
274 | ob->update_stats (); |
… | |
… | |
280 | } |
288 | } |
281 | |
289 | |
282 | void |
290 | void |
283 | player::disconnect () |
291 | player::disconnect () |
284 | { |
292 | { |
285 | //TODO: don't be so harsh and destroy :) |
|
|
286 | if (ns) |
293 | if (ns) |
287 | { |
294 | { |
288 | if (active) |
295 | if (active) |
289 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
296 | INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); |
290 | |
297 | |
291 | INVOKE_PLAYER (DISCONNECT, this); |
298 | INVOKE_PLAYER (DISCONNECT, this); |
292 | |
299 | |
|
|
300 | ns->reset_stats (); |
293 | ns->pl = 0; |
301 | ns->pl = 0; |
294 | this->ns = 0; |
302 | this->ns = 0; |
295 | } |
303 | } |
296 | |
304 | |
|
|
305 | ob->container = 0; //TODO: client-specific |
297 | deactivate (); |
306 | deactivate (); |
298 | } |
307 | } |
299 | |
308 | |
300 | // the need for this function can be explained |
309 | // the need for this function can be explained |
301 | // by load_object not returning the object |
310 | // by load_object not returning the object |
… | |
… | |
324 | unapply = unapply_nochoice; |
333 | unapply = unapply_nochoice; |
325 | |
334 | |
326 | savebed_map = first_map_path; /* Init. respawn position */ |
335 | savebed_map = first_map_path; /* Init. respawn position */ |
327 | |
336 | |
328 | gen_sp_armour = 10; |
337 | gen_sp_armour = 10; |
329 | last_speed = -1; |
|
|
330 | shoottype = range_none; |
338 | shoottype = range_none; |
331 | bowtype = bow_normal; |
339 | bowtype = bow_normal; |
332 | petmode = pet_normal; |
340 | petmode = pet_normal; |
333 | listening = 10; |
341 | listening = 10; |
334 | usekeys = containers; |
342 | usekeys = containers; |
335 | last_weapon_sp = -1; |
|
|
336 | peaceful = 1; /* default peaceful */ |
343 | peaceful = 1; /* default peaceful */ |
337 | do_los = 1; |
344 | do_los = 1; |
338 | |
|
|
339 | /* we need to clear these to -1 and not zero - otherwise, |
|
|
340 | * if a player quits and starts a new character, we wont |
|
|
341 | * send new values to the client, as things like exp start |
|
|
342 | * at zero. |
|
|
343 | */ |
|
|
344 | for (int i = 0; i < NUM_SKILLS; i++) |
|
|
345 | last_skill_exp[i] = -1; |
|
|
346 | |
|
|
347 | for (int i = 0; i < NROFATTACKS; i++) |
|
|
348 | last_resist[i] = -1; |
|
|
349 | |
|
|
350 | last_stats.exp = -1; |
|
|
351 | last_weight = (uint32) - 1; |
|
|
352 | } |
345 | } |
353 | |
346 | |
354 | void |
347 | void |
355 | player::do_destroy () |
348 | player::do_destroy () |
356 | { |
349 | { |
… | |
… | |
420 | object *op = NULL; |
413 | object *op = NULL; |
421 | objectlink *ol; |
414 | objectlink *ol; |
422 | unsigned lastdist; |
415 | unsigned lastdist; |
423 | rv_vector rv; |
416 | rv_vector rv; |
424 | |
417 | |
425 | for (ol = first_friendly_object, lastdist = 1000; ol != NULL; ol = ol->next) |
418 | for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) |
426 | { |
419 | { |
427 | /* We should not find free objects on this friendly list, but it |
420 | /* We should not find free objects on this friendly list, but it |
428 | * does periodically happen. Given that, lets deal with it. |
421 | * does periodically happen. Given that, lets deal with it. |
429 | * While unlikely, it is possible the next object on the friendly |
422 | * While unlikely, it is possible the next object on the friendly |
430 | * list is also free, so encapsulate this in a while loop. |
423 | * list is also free, so encapsulate this in a while loop. |
… | |
… | |
434 | object *tmp = ol->ob; |
427 | object *tmp = ol->ob; |
435 | |
428 | |
436 | /* Can't do much more other than log the fact, because the object |
429 | /* Can't do much more other than log the fact, because the object |
437 | * itself will have been cleared. |
430 | * itself will have been cleared. |
438 | */ |
431 | */ |
439 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object on friendly list\n"); |
432 | LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n", |
|
|
433 | tmp->debug_desc ()); |
440 | ol = ol->next; |
434 | ol = ol->next; |
441 | remove_friendly_object (tmp); |
435 | remove_friendly_object (tmp); |
442 | if (!ol) |
436 | if (!ol) |
443 | return op; |
437 | return op; |
444 | } |
438 | } |
… | |
… | |
762 | roll_stat (void) |
756 | roll_stat (void) |
763 | { |
757 | { |
764 | int a[4], i, j, k; |
758 | int a[4], i, j, k; |
765 | |
759 | |
766 | for (i = 0; i < 4; i++) |
760 | for (i = 0; i < 4; i++) |
767 | a[i] = (int) RANDOM () % 6 + 1; |
761 | a[i] = (int) rndm (6) + 1; |
768 | |
762 | |
769 | for (i = 0, j = 0, k = 7; i < 4; i++) |
763 | for (i = 0, j = 0, k = 7; i < 4; i++) |
770 | if (a[i] < k) |
764 | if (a[i] < k) |
771 | k = a[i], j = i; |
765 | k = a[i], j = i; |
772 | |
766 | |
… | |
… | |
902 | * to save here. |
896 | * to save here. |
903 | */ |
897 | */ |
904 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
898 | sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); |
905 | make_path_to_file (buf); |
899 | make_path_to_file (buf); |
906 | |
900 | |
907 | #ifdef AUTOSAVE |
|
|
908 | op->contr->last_save_tick = pticks; |
|
|
909 | #endif |
|
|
910 | start_info (op); |
901 | start_info (op); |
911 | CLEAR_FLAG (op, FLAG_WIZ); |
902 | CLEAR_FLAG (op, FLAG_WIZ); |
912 | give_initial_items (op, op->randomitems); |
903 | give_initial_items (op, op->randomitems); |
913 | link_player_skills (op); |
904 | link_player_skills (op); |
914 | esrv_send_inventory (op, op); |
905 | esrv_send_inventory (op, op); |
… | |
… | |
1862 | { |
1853 | { |
1863 | if (op->type == PLAYER) |
1854 | if (op->type == PLAYER) |
1864 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1855 | new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); |
1865 | return; |
1856 | return; |
1866 | } |
1857 | } |
|
|
1858 | |
1867 | (void) do_skill (op, op, op->chosen_skill, dir, NULL); |
1859 | do_skill (op, op, op->chosen_skill, dir, NULL); |
1868 | return; |
1860 | return; |
1869 | case range_builder: |
1861 | case range_builder: |
1870 | apply_map_builder (op, dir); |
1862 | apply_map_builder (op, dir); |
1871 | return; |
1863 | return; |
1872 | default: |
1864 | default: |
… | |
… | |
2219 | return 0; |
2211 | return 0; |
2220 | } |
2212 | } |
2221 | |
2213 | |
2222 | /* peterm: added following line */ |
2214 | /* peterm: added following line */ |
2223 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2215 | if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) |
2224 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
2216 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
2225 | |
2217 | |
2226 | op->facing = dir; |
2218 | op->facing = dir; |
2227 | |
2219 | |
2228 | if (op->hide) |
2220 | if (op->hide) |
2229 | do_hidden_move (op); |
2221 | do_hidden_move (op); |
… | |
… | |
2990 | tmp->x = op->x, tmp->y = op->y; |
2982 | tmp->x = op->x, tmp->y = op->y; |
2991 | if (tmp->type == CONTAINER) |
2983 | if (tmp->type == CONTAINER) |
2992 | { /* empty container to ground */ |
2984 | { /* empty container to ground */ |
2993 | loot_object (tmp); |
2985 | loot_object (tmp); |
2994 | } |
2986 | } |
2995 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) |
2987 | if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) |
2996 | { |
2988 | { |
2997 | if (tmp->nrof > 1) |
2989 | if (tmp->nrof > 1) |
2998 | { |
2990 | { |
2999 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
2991 | tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); |
3000 | tmp2->destroy (); |
2992 | tmp2->destroy (); |
… | |
… | |
3534 | * not readied. |
3526 | * not readied. |
3535 | */ |
3527 | */ |
3536 | void |
3528 | void |
3537 | player_unready_range_ob (player *pl, object *ob) |
3529 | player_unready_range_ob (player *pl, object *ob) |
3538 | { |
3530 | { |
3539 | rangetype i; |
|
|
3540 | |
|
|
3541 | for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3531 | for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) |
3542 | { |
|
|
3543 | if (pl->ranges[i] == ob) |
3532 | if (pl->ranges[i] == ob) |
3544 | { |
3533 | { |
3545 | pl->ranges[i] = NULL; |
3534 | pl->ranges[i] = 0; |
3546 | if (pl->shoottype == i) |
3535 | if (pl->shoottype == i) |
3547 | { |
|
|
3548 | pl->shoottype = range_none; |
3536 | pl->shoottype = range_none; |
3549 | } |
|
|
3550 | } |
3537 | } |
3551 | } |
|
|
3552 | } |
3538 | } |