… | |
… | |
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; |
… | |
… | |
302 | ns = 0; |
302 | ns = 0; |
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 | |
|
|
308 | observe = ob; |
307 | |
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 |
… | |
… | |
398 | * Note: there MUST be at least one player archetype! |
400 | * Note: there MUST be at least one player archetype! |
399 | */ |
401 | */ |
400 | archetype * |
402 | archetype * |
401 | get_player_archetype (archetype *at) |
403 | get_player_archetype (archetype *at) |
402 | { |
404 | { |
403 | archetype *start = at; |
405 | archvec::iterator i = at ? archetypes.find (at) : archetypes.begin (); |
404 | |
406 | |
405 | for (;;) |
407 | for (;;) |
406 | { |
408 | { |
407 | if (at == NULL || at->next == NULL) |
409 | if (++i == archetypes.end ()) |
408 | at = first_archetype; |
410 | i = archetypes.begin (); |
409 | else |
411 | else if (*i == at) |
410 | at = at->next; |
412 | cleanup ("not a single player archetype found"); |
411 | |
413 | |
412 | if (at->clone.type == PLAYER) |
414 | if ((*i)->type == PLAYER) |
413 | return at; |
415 | return *i; |
414 | |
|
|
415 | if (at == start) |
|
|
416 | { |
|
|
417 | LOG (llevError, "No Player archetypes\n"); |
|
|
418 | exit (-1); |
|
|
419 | } |
|
|
420 | } |
416 | } |
421 | } |
417 | } |
422 | |
418 | |
423 | object * |
419 | object * |
424 | get_nearest_player (object *mon) |
420 | get_nearest_player (object *mon) |
… | |
… | |
943 | int x = ob->x, y = ob->y; |
939 | int x = ob->x, y = ob->y; |
944 | |
940 | |
945 | ob->remove_statbonus (); |
941 | ob->remove_statbonus (); |
946 | ob->remove (); |
942 | ob->remove (); |
947 | ob->arch = get_player_archetype (ob->arch); |
943 | ob->arch = get_player_archetype (ob->arch); |
948 | ob->arch->clone.copy_to (ob); |
944 | ob->arch->copy_to (ob); |
949 | ob->instantiate (); |
945 | ob->instantiate (); |
950 | ob->stats = ob->contr->orig_stats; |
946 | ob->stats = ob->contr->orig_stats; |
951 | ob->name = ob->name_pl = name; |
947 | ob->name = ob->name_pl = name; |
952 | ob->x = x; |
948 | ob->x = x; |
953 | ob->y = y; |
949 | ob->y = y; |
954 | SET_ANIMATION (ob, 2); /* So player faces south */ |
950 | SET_ANIMATION (ob, 2); /* So player faces south */ |
955 | insert_ob_in_map (ob, ob->map, ob, 0); |
951 | insert_ob_in_map (ob, ob->map, ob, 0); |
956 | assign (ob->contr->title, ob->arch->clone.name); |
952 | assign (ob->contr->title, ob->arch->object::name); |
957 | ob->add_statbonus (); |
953 | ob->add_statbonus (); |
958 | } |
954 | } |
959 | while (!allowed_class (ob)); |
955 | while (!allowed_class (ob)); |
960 | |
956 | |
961 | update_object (ob, UP_OBJ_FACE); |
957 | update_object (ob, UP_OBJ_FACE); |
… | |
… | |
1434 | else |
1430 | else |
1435 | { |
1431 | { |
1436 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1432 | for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) |
1437 | { |
1433 | { |
1438 | attacktype = 1 << attacknum; |
1434 | attacktype = 1 << attacknum; |
1439 | if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) |
1435 | if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0) |
1440 | 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) |
1441 | { |
1437 | { |
1442 | tmp = arrow; |
1438 | tmp = arrow; |
1443 | 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; |
1444 | } |
1440 | } |
1445 | } |
1441 | } |
1446 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1442 | if ((2 + arrow->magic + arrow->stats.dam) > betterby) |
1447 | { |
1443 | { |
1448 | tmp = arrow; |
1444 | tmp = arrow; |
… | |
… | |
1807 | object *tmp; |
1803 | object *tmp; |
1808 | |
1804 | |
1809 | if (item->arch) |
1805 | if (item->arch) |
1810 | { |
1806 | { |
1811 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1807 | CLEAR_FLAG (item, FLAG_ANIMATE); |
1812 | item->face = item->arch->clone.face; |
1808 | item->face = item->arch->face; |
1813 | item->set_speed (0); |
1809 | item->set_speed (0); |
1814 | } |
1810 | } |
1815 | |
1811 | |
1816 | if ((tmp = item->in_player ())) |
1812 | if ((tmp = item->in_player ())) |
1817 | esrv_update_item (UPD_ANIM, tmp, item); |
1813 | esrv_update_item (UPD_ANIM, tmp, item); |
… | |
… | |
3040 | } |
3036 | } |
3041 | |
3037 | |
3042 | int |
3038 | int |
3043 | is_true_undead (object *op) |
3039 | is_true_undead (object *op) |
3044 | { |
3040 | { |
3045 | if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) |
3041 | if (QUERY_FLAG (op->arch, FLAG_UNDEAD)) |
3046 | return 1; |
3042 | return 1; |
3047 | |
3043 | |
3048 | return 0; |
3044 | return 0; |
3049 | } |
3045 | } |
3050 | |
3046 | |
… | |
… | |
3220 | * a blocked los square. |
3216 | * a blocked los square. |
3221 | * we use the archetype to figure out offsets. |
3217 | * we use the archetype to figure out offsets. |
3222 | */ |
3218 | */ |
3223 | while (op) |
3219 | while (op) |
3224 | { |
3220 | { |
3225 | dx = rv.distance_x + op->arch->clone.x; |
3221 | dx = rv.distance_x + op->arch->x; |
3226 | dy = rv.distance_y + op->arch->clone.y; |
3222 | dy = rv.distance_y + op->arch->y; |
3227 | |
3223 | |
3228 | /* only the viewable area the player sees is updated by LOS |
3224 | /* only the viewable area the player sees is updated by LOS |
3229 | * 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 |
3230 | * for any meaningful values. |
3226 | * for any meaningful values. |
3231 | */ |
3227 | */ |
… | |
… | |
3356 | /* 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]); */ |
3357 | return; |
3353 | return; |
3358 | } |
3354 | } |
3359 | |
3355 | |
3360 | /* everything seems okay - now bring on the gift: */ |
3356 | /* everything seems okay - now bring on the gift: */ |
3361 | item = &(tr->item->clone); |
3357 | item = tr->item; |
3362 | |
3358 | |
3363 | if (item->type == SPELL) |
3359 | if (item->type == SPELL) |
3364 | { |
3360 | { |
3365 | if (check_spell_known (who, item->name)) |
3361 | if (check_spell_known (who, item->name)) |
3366 | return; |
3362 | return; |