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Comparing deliantra/server/server/player.C (file contents):
Revision 1.144 by root, Sat May 26 15:44:08 2007 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The author can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <sproto.h> 26#include <sproto.h>
27#include <sounds.h> 27#include <sounds.h>
207 ob->close_container (); //TODO: client-specific 207 ob->close_container (); //TODO: client-specific
208 208
209 ns->update_look = 0; 209 ns->update_look = 0;
210 ns->look_position = 0; 210 ns->look_position = 0;
211 211
212 clear_los (ob); 212 clear_los (this);
213 213
214 ns->reset_stats (); 214 ns->reset_stats ();
215 215
216 /* make sure he's a player -- needed because of class change. */ 216 /* make sure he's a player -- needed because of class change. */
217 ob->type = PLAYER; // we are paranoid 217 ob->type = PLAYER; // we are paranoid
218 ob->race = ob->arch->clone.race; 218 ob->race = ob->arch->race;
219 219
220 ob->carrying = sum_weight (ob); 220 ob->carrying = sum_weight (ob);
221 link_player_skills (ob); 221 link_player_skills (ob);
222 222
223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 223 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
224 224
225 assign (title, ob->arch->clone.name); 225 assign (title, ob->arch->object::name);
226 226
227 /* if it's a dragon player, set the correct title here */ 227 /* if it's a dragon player, set the correct title here */
228 if (is_dragon_pl (ob)) 228 if (is_dragon_pl (ob))
229 { 229 {
230 object *tmp, *abil = 0, *skin = 0; 230 object *tmp, *abil = 0, *skin = 0;
232 shstr_cmp dragon_ability_force ("dragon_ability_force"); 232 shstr_cmp dragon_ability_force ("dragon_ability_force");
233 shstr_cmp dragon_skin_force ("dragon_skin_force"); 233 shstr_cmp dragon_skin_force ("dragon_skin_force");
234 234
235 for (tmp = ob->inv; tmp; tmp = tmp->below) 235 for (tmp = ob->inv; tmp; tmp = tmp->below)
236 if (tmp->type == FORCE) 236 if (tmp->type == FORCE)
237 if (tmp->arch->name == dragon_ability_force) 237 if (tmp->arch->archname == dragon_ability_force)
238 abil = tmp; 238 abil = tmp;
239 else if (tmp->arch->name == dragon_skin_force) 239 else if (tmp->arch->archname == dragon_skin_force)
240 skin = tmp; 240 skin = tmp;
241 241
242 set_dragon_name (ob, abil, skin); 242 set_dragon_name (ob, abil, skin);
243 } 243 }
244 244
303 } 303 }
304 304
305 if (ob) 305 if (ob)
306 ob->close_container (); //TODO: client-specific 306 ob->close_container (); //TODO: client-specific
307 307
308 observe = ob;
309
308 deactivate (); 310 deactivate ();
309} 311}
310 312
311// the need for this function can be explained 313// the need for this function can be explained
312// by load_object not returning the object 314// by load_object not returning the object
313void 315void
314player::set_object (object *op) 316player::set_object (object *op)
315{ 317{
316 ob = op; 318 ob = observe = op;
317 ob->contr = this; /* this aren't yet in archetype */ 319 ob->contr = this; /* this aren't yet in archetype */
318 320
319 ob->speed = 1.0f; 321 ob->speed = 1.0f;
320 ob->speed_left = 0.5f; 322 ob->speed_left = 0.5f;
321 323
322 ob->direction = 5; /* So player faces south */ 324 ob->direction = 5; /* So player faces south */
325}
326
327void
328player::set_observe (object *op)
329{
330 observe = op ? op : ob;
331 do_los = 1;
323} 332}
324 333
325player::player () 334player::player ()
326{ 335{
327 /* There are some elements we want initialised to non zero value - 336 /* There are some elements we want initialised to non zero value -
391 * Note: there MUST be at least one player archetype! 400 * Note: there MUST be at least one player archetype!
392 */ 401 */
393archetype * 402archetype *
394get_player_archetype (archetype *at) 403get_player_archetype (archetype *at)
395{ 404{
396 archetype *start = at; 405 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
397 406
398 for (;;) 407 for (;;)
399 { 408 {
400 if (at == NULL || at->next == NULL) 409 if (++i == archetypes.end ())
401 at = first_archetype; 410 i = archetypes.begin ();
402 else 411 else if (*i == at)
403 at = at->next; 412 cleanup ("not a single player archetype found");
404 413
405 if (at->clone.type == PLAYER) 414 if ((*i)->type == PLAYER)
406 return at; 415 return *i;
407
408 if (at == start)
409 {
410 LOG (llevError, "No Player archetypes\n");
411 exit (-1);
412 }
413 } 416 }
414} 417}
415 418
416object * 419object *
417get_nearest_player (object *mon) 420get_nearest_player (object *mon)
907 if (*first_map_ext_path) 910 if (*first_map_ext_path)
908 { 911 {
909 object *tmp; 912 object *tmp;
910 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
911 914
912 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
913 tmp = object::create (); 916 tmp = object::create ();
914 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
915 EXIT_X (tmp) = ob->x; 918 EXIT_X (tmp) = ob->x;
916 EXIT_Y (tmp) = ob->y; 919 EXIT_Y (tmp) = ob->y;
917 ob->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
936 int x = ob->x, y = ob->y; 939 int x = ob->x, y = ob->y;
937 940
938 ob->remove_statbonus (); 941 ob->remove_statbonus ();
939 ob->remove (); 942 ob->remove ();
940 ob->arch = get_player_archetype (ob->arch); 943 ob->arch = get_player_archetype (ob->arch);
941 ob->arch->clone.copy_to (ob); 944 ob->arch->copy_to (ob);
942 ob->instantiate (); 945 ob->instantiate ();
943 ob->stats = ob->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
944 ob->name = ob->name_pl = name; 947 ob->name = ob->name_pl = name;
945 ob->x = x; 948 ob->x = x;
946 ob->y = y; 949 ob->y = y;
947 SET_ANIMATION (ob, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
948 insert_ob_in_map (ob, ob->map, ob, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
949 assign (ob->contr->title, ob->arch->clone.name); 952 assign (ob->contr->title, ob->arch->object::name);
950 ob->add_statbonus (); 953 ob->add_statbonus ();
951 } 954 }
952 while (!allowed_class (ob)); 955 while (!allowed_class (ob));
953 956
954 update_object (ob, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
1099 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1100 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 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)))); 1104 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1102 else 1105 else
1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 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)))); 1107 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1105 1108
1106 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1107 } 1110 }
1108 1111
1109 /* philosophy: 1112 /* philosophy:
1302 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1303 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1304 { 1307 {
1305 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1306 { 1309 {
1307 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->name, "table") == NULL && 1310 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1308 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1309 { 1312 {
1310 pick_up (op, tmp); 1313 pick_up (op, tmp);
1311 continue; 1314 continue;
1312 } 1315 }
1313 } 1316 }
1314 1317
1315 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1316 { 1319 {
1317 if (strstr (tmp->arch->name, "table") == NULL && strstr (tmp->arch->name, "chair") == NULL) 1320 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1318 { 1321 {
1319 pick_up (op, tmp); 1322 pick_up (op, tmp);
1320 continue; 1323 continue;
1321 } 1324 }
1322 } 1325 }
1347 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1348 { 1351 {
1349 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1350 } 1353 }
1351 else 1354 else
1352 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1353 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1354 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1357 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1355#endif 1358#endif
1356 continue; 1359 continue;
1357 } 1360 }
1427 else 1430 else
1428 { 1431 {
1429 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1432 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1430 { 1433 {
1431 attacktype = 1 << attacknum; 1434 attacktype = 1 << attacknum;
1432 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1435 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1433 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1436 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1434 { 1437 {
1435 tmp = arrow; 1438 tmp = arrow;
1436 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1439 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1437 } 1440 }
1438 } 1441 }
1439 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1442 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1440 { 1443 {
1441 tmp = arrow; 1444 tmp = arrow;
1800 object *tmp; 1803 object *tmp;
1801 1804
1802 if (item->arch) 1805 if (item->arch)
1803 { 1806 {
1804 CLEAR_FLAG (item, FLAG_ANIMATE); 1807 CLEAR_FLAG (item, FLAG_ANIMATE);
1805 item->face = item->arch->clone.face; 1808 item->face = item->arch->face;
1806 item->set_speed (0); 1809 item->set_speed (0);
1807 } 1810 }
1808 1811
1809 if ((tmp = item->in_player ())) 1812 if ((tmp = item->in_player ()))
1810 esrv_update_item (UPD_ANIM, tmp, item); 1813 esrv_update_item (UPD_ANIM, tmp, item);
3033} 3036}
3034 3037
3035int 3038int
3036is_true_undead (object *op) 3039is_true_undead (object *op)
3037{ 3040{
3038 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3041 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3039 return 1; 3042 return 1;
3040 3043
3041 return 0; 3044 return 0;
3042} 3045}
3043 3046
3213 * a blocked los square. 3216 * a blocked los square.
3214 * we use the archetype to figure out offsets. 3217 * we use the archetype to figure out offsets.
3215 */ 3218 */
3216 while (op) 3219 while (op)
3217 { 3220 {
3218 dx = rv.distance_x + op->arch->clone.x; 3221 dx = rv.distance_x + op->arch->x;
3219 dy = rv.distance_y + op->arch->clone.y; 3222 dy = rv.distance_y + op->arch->y;
3220 3223
3221 /* only the viewable area the player sees is updated by LOS 3224 /* only the viewable area the player sees is updated by LOS
3222 * code, so we need to restrict ourselves to that range of values 3225 * code, so we need to restrict ourselves to that range of values
3223 * for any meaningful values. 3226 * for any meaningful values.
3224 */ 3227 */
3349 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3352 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3350 return; 3353 return;
3351 } 3354 }
3352 3355
3353 /* everything seems okay - now bring on the gift: */ 3356 /* everything seems okay - now bring on the gift: */
3354 item = &(tr->item->clone); 3357 item = tr->item;
3355 3358
3356 if (item->type == SPELL) 3359 if (item->type == SPELL)
3357 { 3360 {
3358 if (check_spell_known (who, item->name)) 3361 if (check_spell_known (who, item->name))
3359 return; 3362 return;
3419 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3420 object *skin; 3423 object *skin;
3421 3424
3422 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3423 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3424 for (skin = who->inv; skin && !(skin->arch->name == dragon_skin_force); skin = skin->below) 3427 for (skin = who->inv; skin && !(skin->arch->archname == dragon_skin_force); skin = skin->below)
3425 ; 3428 ;
3426 3429
3427 if (!skin) 3430 if (!skin)
3428 return; 3431 return;
3429 3432

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