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/*
* Crossfire -- cooperative multi-player graphical RPG and adventure game
*
* Copyright (c) 1999-2014 Mark Wedel and the Crossfire Development Team
* Copyright (c) 1992 Frank Tore Johansen
*
* Crossfire is free software and comes with ABSOLUTELY NO WARRANTY. You are
* welcome to redistribute it under certain conditions. For details, please
* see COPYING and LICENSE.
*
* The authors can be reached via e-mail at <crossfire@metalforge.org>.
*/
/**
* @file
* Player-structure related functions.
*/
#include "global.h"
#include <stdlib.h>
#include <string.h>
/**
* Clears data in player structure.
*
* Socket isn't touched. Nor is anything that doesn't need to be freed. So you
* may need to do a memset() to clear out values.
*
* @param pl
* player to clear. Pointer is still valid, and can be reused for "play again".
*/
void clear_player(player *pl) {
client_spell *info;
client_spell *next;
/* Clear item stack (used by DMs only) */
free(pl->stack_items);
pl->stack_position = 0;
info = pl->spell_state;
while (info) {
next = info->next;
free(info);
info = next;
}
if (pl->unarmed_skill)
FREE_AND_CLEAR_STR(pl->unarmed_skill);
}
/**
* Frees player structure, including pointed object (through object_free_drop_inventory()).
*
* @param pl
* player to clear. Pointer is invalid after this call.
*/
void free_player(player *pl) {
if (first_player != pl) {
player *prev = first_player;
while (prev != NULL && prev->next != NULL && prev->next != pl)
prev = prev->next;
if (prev->next != pl) {
LOG(llevError, "Free_player: Can't find previous player.\n");
exit(1);
}
prev->next = pl->next;
} else
first_player = pl->next;
if (pl->ob != NULL) {
if (!QUERY_FLAG(pl->ob, FLAG_REMOVED))
object_remove(pl->ob);
object_free_drop_inventory(pl->ob);
}
clear_player(pl);
free(pl->socket.faces_sent);
free(pl);
}
/**
* Determine if the attacktype represented by the
* specified attack-number is enabled for dragon players.
* A dragon player (quetzal) can gain resistances for
* all enabled attacktypes.
*
* @param attacknr
* attacktype to check
* @return
* TRUE if player can gain resistances in that, FALSE else.
*/
int atnr_is_dragon_enabled(int attacknr) {
if (attacknr == ATNR_MAGIC
|| attacknr == ATNR_FIRE
|| attacknr == ATNR_ELECTRICITY
|| attacknr == ATNR_COLD
|| attacknr == ATNR_ACID
|| attacknr == ATNR_POISON)
return 1;
return 0;
}
/**
* Checks if player is a dragon.
*
* @param op
* player to check. Can be NULL.
* @return
* TRUE if the adressed object 'ob' is a player of the dragon race.
*/
int is_dragon_pl(const object *op) {
if (op != NULL
&& op->type == PLAYER
&& op->arch != NULL
&& op->arch->clone.race != NULL
&& strcmp(op->arch->clone.race, "dragon") == 0)
return 1;
return 0;
}
/**
* Gets the (client-side) spell state for specified spell. Will be created to empty state if not found.
*
* @note
* will fatal() in case of memory allocation failure.
* @param pl
* player we're handling.
* @param spell
* spell for which to search data.
* @return
* state information for that spell.
*/
client_spell *get_client_spell_state(player *pl, object *spell) {
client_spell *info = pl->spell_state;
while (info) {
if (info->spell == spell)
return info;
info = info->next;
}
/*
* Why take the time to malloc() and then memset()?
* Just calloc and its good to go!
*/
info = (client_spell *)calloc(1, sizeof(client_spell));
if (info == NULL)
fatal(OUT_OF_MEMORY);
info->next = pl->spell_state;
info->spell = spell;
pl->spell_state = info;
return info;
}
/**
* Tests if a player is a wraith.
*
* @param op
* player to check.
* @return
* true if the adressed object 'ob' is a wraith player, false else.
*/
int is_wraith_pl(object *op) {
return op != NULL && op->type == PLAYER && op->arch != NULL && object_find_by_name(op, "wraith feed") != NULL;
}
/**
* Checks if player is a wraith without the 'wraith feed' skill.
*
* @param op
* player to check.
* @return
* true if the adressed object 'ob' is an old wraith player, false else.
*/
int is_old_wraith_pl(object *op) {
return op != NULL && op->type == PLAYER && op->arch != NULL && object_find_by_name(op, "Wraith_Force") != NULL && !is_wraith_pl(op);
}
/**
* Updates the title of a dragon player to reflect the current level, attack
* type, and resistances.
*
* @param pl
* the player to update
* @param level
* the dragon's current level
* @param attack
* the dragon's current attack focus
* @param skin_resist
* the dragon's skin resistance for attack
*/
void player_set_dragon_title(struct pl *pl, int level, const char *attack, int skin_resist) {
if (level == 0)
snprintf(pl->title, sizeof(pl->title), "%s hatchling", attack);
else if (level == 1)
snprintf(pl->title, sizeof(pl->title), "%s wyrm", attack);
else if (level == 2)
snprintf(pl->title, sizeof(pl->title), "%s wyvern", attack);
else if (level == 3)
snprintf(pl->title, sizeof(pl->title), "%s dragon", attack);
/* special titles for extra high resistance! */
else if (skin_resist > 80)
snprintf(pl->title, sizeof(pl->title), "legendary %s dragon", attack);
else if (skin_resist > 50)
snprintf(pl->title, sizeof(pl->title), "ancient %s dragon", attack);
else
snprintf(pl->title, sizeof(pl->title), "big %s dragon", attack);
pl->own_title[0] = '\0';
}
/**
* Returns the player's title. The returned title is never empty and includes a
* "the" prefix if necessary.
*
* @param pl
* the player to return the title of
* @param buf
* returns the title
* @param bufsize
* the size of buf in byte
*/
void player_get_title(const struct pl *pl, char *buf, size_t bufsize) {
if (pl->own_title[0] == '\0')
snprintf(buf, bufsize, "the %s", pl->title);
else
strlcpy(buf, pl->own_title, bufsize);
}
/**
* Returns whether the player has a custom title.
*
* @param pl
* the player to check
* @return
* whether the player has a custom title
*/
int player_has_own_title(const struct pl *pl) {
return pl->own_title[0] != '\0';
}
/**
* Returns the player's own title. The returned value must not be modified and
* points into the player structure.
*
* @param pl
* the player
* @return
* the own title
*/
const char *player_get_own_title(const struct pl *pl) {
return pl->own_title;
}
/**
* Sets the custom title.
*
* @param pl
* the player to modify
* @param title
* the new title to set; empty string to unset
*/
void player_set_own_title(struct pl *pl, const char *title) {
strlcpy(pl->own_title, title, sizeof(pl->own_title));
replace_unprintable_chars(pl->own_title);
}
/**
* This function goes through the player inventory and sets
* up the last_skills[] array in the player object.
* The last_skills[] is used to more quickly lookup skills -
* mostly used for sending exp.
* This function should be called anytime the player gains a skill.
*
* @param op
* player to link skills for. Must be a player.
*/
void link_player_skills(object *op) {
int skill;
FOR_INV_PREPARE(op, tmp) {
if (tmp->type == SKILL) {
for (skill = 0; skill < MAX_SKILLS; skill++) {
if (op->contr->last_skill_ob[skill] == NULL) {
/* Didn't find the skill, so add it */
op->contr->last_skill_ob[skill] = tmp;
op->contr->last_skill_exp[skill] = -1;
break;
}
if (op->contr->last_skill_ob[skill] == tmp) {
/* Skill already linked, nothing to do */
break;
}
}
}
} FOR_INV_FINISH();
}
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