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Comparing deliantra/server/server/player.C (file contents):
Revision 1.145 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.153 by root, Tue Jul 10 05:51:38 2007 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
207 ob->close_container (); //TODO: client-specific 206 ob->close_container (); //TODO: client-specific
208 207
209 ns->update_look = 0; 208 ns->update_look = 0;
210 ns->look_position = 0; 209 ns->look_position = 0;
211 210
212 clear_los (ob); 211 clear_los (this);
213 212
214 ns->reset_stats (); 213 ns->reset_stats ();
215 214
216 /* make sure he's a player -- needed because of class change. */ 215 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 216 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 217 ob->race = ob->arch->race;
219 218
220 ob->carrying = sum_weight (ob); 219 ob->carrying = sum_weight (ob);
221 link_player_skills (ob); 220 link_player_skills (ob);
222 221
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 223
225 assign (title, ob->arch->clone.name); 224 assign (title, ob->arch->object::name);
226 225
227 /* if it's a dragon player, set the correct title here */ 226 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 227 if (is_dragon_pl (ob))
229 { 228 {
230 object *tmp, *abil = 0, *skin = 0; 229 object *tmp, *abil = 0, *skin = 0;
231 230
232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 231 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 232 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 233 if (tmp->arch->archname == shstr_dragon_ability_force)
238 abil = tmp; 234 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 235 else if (tmp->arch->archname == shstr_dragon_skin_force)
240 skin = tmp; 236 skin = tmp;
241 237
242 set_dragon_name (ob, abil, skin); 238 set_dragon_name (ob, abil, skin);
243 } 239 }
244 240
303 } 299 }
304 300
305 if (ob) 301 if (ob)
306 ob->close_container (); //TODO: client-specific 302 ob->close_container (); //TODO: client-specific
307 303
304 observe = ob;
305
308 deactivate (); 306 deactivate ();
309} 307}
310 308
311// the need for this function can be explained 309// the need for this function can be explained
312// by load_object not returning the object 310// by load_object not returning the object
313void 311void
314player::set_object (object *op) 312player::set_object (object *op)
315{ 313{
316 ob = op; 314 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */ 315 ob->contr = this; /* this aren't yet in archetype */
318 316
319 ob->speed = 1.0f; 317 ob->speed = 1.0f;
320 ob->speed_left = 0.5f; 318 ob->speed_left = 0.5f;
321 319
322 ob->direction = 5; /* So player faces south */ 320 ob->direction = 5; /* So player faces south */
321}
322
323void
324player::set_observe (object *op)
325{
326 observe = op ? op : ob;
327 do_los = 1;
323} 328}
324 329
325player::player () 330player::player ()
326{ 331{
327 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
355 if (ob) 360 if (ob)
356 { 361 {
357 ob->destroy_inv (false); 362 ob->destroy_inv (false);
358 ob->destroy (); 363 ob->destroy ();
359 } 364 }
365
366 ob = observe = 0;
360} 367}
361 368
362player::~player () 369player::~player ()
363{ 370{
364 /* Clear item stack */ 371 /* Clear item stack */
391 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
392 */ 399 */
393archetype * 400archetype *
394get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
395{ 402{
396 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
397 404
398 for (;;) 405 for (;;)
399 { 406 {
400 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
401 at = first_archetype; 408 i = archetypes.begin ();
402 else 409 else if (*i == at)
403 at = at->next; 410 cleanup ("not a single player archetype found");
404 411
405 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
406 return at; 413 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 414 }
414} 415}
415 416
416object * 417object *
417get_nearest_player (object *mon) 418get_nearest_player (object *mon)
907 if (*first_map_ext_path) 908 if (*first_map_ext_path)
908 { 909 {
909 object *tmp; 910 object *tmp;
910 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
911 912
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 913 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 914 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded; 918 ob->enter_exit (tmp); /* we don't really care if it succeeded;
936 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
937 938
938 ob->remove_statbonus (); 939 ob->remove_statbonus ();
939 ob->remove (); 940 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
942 ob->instantiate (); 943 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
945 ob->x = x; 946 ob->x = x;
946 ob->y = y; 947 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 951 ob->add_statbonus ();
951 } 952 }
952 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
953 954
954 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1099 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1101 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1102 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else 1103 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1104 &tmp->arch->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1105 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 1106
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1108 }
1108 1109
1109 /* philosophy: 1110 /* philosophy:
1302 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1305 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1307 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1308 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1310 {
1310 pick_up (op, tmp); 1311 pick_up (op, tmp);
1311 continue; 1312 continue;
1312 } 1313 }
1313 } 1314 }
1314 1315
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1317 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1318 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1318 { 1319 {
1319 pick_up (op, tmp); 1320 pick_up (op, tmp);
1320 continue; 1321 continue;
1321 } 1322 }
1322 } 1323 }
1347 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1348 { 1349 {
1349 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1350 } 1351 }
1351 else 1352 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1355 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1356#endif
1356 continue; 1357 continue;
1357 } 1358 }
1427 else 1428 else
1428 { 1429 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1431 {
1431 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1434 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1435 {
1435 tmp = arrow; 1436 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1437 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1438 }
1438 } 1439 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1441 {
1441 tmp = arrow; 1442 tmp = arrow;
1800 object *tmp; 1801 object *tmp;
1801 1802
1802 if (item->arch) 1803 if (item->arch)
1803 { 1804 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1806 item->set_speed (0); 1807 item->set_speed (0);
1807 } 1808 }
1808 1809
1809 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
3033} 3034}
3034 3035
3035int 3036int
3036is_true_undead (object *op) 3037is_true_undead (object *op)
3037{ 3038{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3040 return 1;
3040 3041
3041 return 0; 3042 return 0;
3042} 3043}
3043 3044
3213 * a blocked los square. 3214 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3215 */ 3216 */
3216 while (op) 3217 while (op)
3217 { 3218 {
3218 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3220 3221
3221 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values 3223 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values. 3224 * for any meaningful values.
3224 */ 3225 */
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3350 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3351 return;
3351 } 3352 }
3352 3353
3353 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3355 item = tr->item;
3355 3356
3356 if (item->type == SPELL) 3357 if (item->type == SPELL)
3357 { 3358 {
3358 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3359 return; 3360 return;
3418 { 3419 {
3419 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3421 object *skin;
3421 3422
3422 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3424 for (skin = who->inv; skin && !(skin->arch->archname == shstr_dragon_skin_force); skin = skin->below)
3425 ; 3425 ;
3426 3426
3427 if (!skin) 3427 if (!skin)
3428 return; 3428 return;
3429 3429

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