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/cvs/deliantra/server/server/player.C
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Comparing deliantra/server/server/player.C (file contents):
Revision 1.147 by root, Sun Jun 3 17:42:39 2007 UTC vs.
Revision 1.150 by root, Sun Jun 10 03:11:17 2007 UTC

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
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 */
400archetype * 402archetype *
401get_player_archetype (archetype *at) 403get_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
423object * 419object *
424get_nearest_player (object *mon) 420get_nearest_player (object *mon)
914 if (*first_map_ext_path) 910 if (*first_map_ext_path)
915 { 911 {
916 object *tmp; 912 object *tmp;
917 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
918 914
919 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);
920 tmp = object::create (); 916 tmp = object::create ();
921 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
922 EXIT_X (tmp) = ob->x; 918 EXIT_X (tmp) = ob->x;
923 EXIT_Y (tmp) = ob->y; 919 EXIT_Y (tmp) = ob->y;
924 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;
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);
1106 if (tmp->name != NULL) 1102 if (tmp->name != NULL)
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1103 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &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))));
1109 else 1105 else
1110 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1111 &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))));
1112 1108
1113 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1109 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1114 } 1110 }
1115 1111
1116 /* philosophy: 1112 /* philosophy:
1309 /* careful: chairs and tables are weapons! */ 1305 /* careful: chairs and tables are weapons! */
1310 if (op->contr->mode & PU_ALLWEAPON) 1306 if (op->contr->mode & PU_ALLWEAPON)
1311 { 1307 {
1312 if (tmp->type == WEAPON && tmp->name != NULL) 1308 if (tmp->type == WEAPON && tmp->name != NULL)
1313 { 1309 {
1314 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 &&
1315 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1311 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1316 { 1312 {
1317 pick_up (op, tmp); 1313 pick_up (op, tmp);
1318 continue; 1314 continue;
1319 } 1315 }
1320 } 1316 }
1321 1317
1322 if (tmp->type == WEAPON && tmp->name == NULL) 1318 if (tmp->type == WEAPON && tmp->name == NULL)
1323 { 1319 {
1324 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)
1325 { 1321 {
1326 pick_up (op, tmp); 1322 pick_up (op, tmp);
1327 continue; 1323 continue;
1328 } 1324 }
1329 } 1325 }
1354 if (tmp->name != NULL) 1350 if (tmp->name != NULL)
1355 { 1351 {
1356 fprintf (stderr, "%s", tmp->name); 1352 fprintf (stderr, "%s", tmp->name);
1357 } 1353 }
1358 else 1354 else
1359 fprintf (stderr, "%s", tmp->arch->name); 1355 fprintf (stderr, "%s", tmp->arch->archname);
1360 fprintf (stderr, ",%d] = ", tmp->type); 1356 fprintf (stderr, ",%d] = ", tmp->type);
1361 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))));
1362#endif 1358#endif
1363 continue; 1359 continue;
1364 } 1360 }
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
3042int 3038int
3043is_true_undead (object *op) 3039is_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;
3426 /* forces in the treasurelist can alter the player's stats */ 3422 /* forces in the treasurelist can alter the player's stats */
3427 object *skin; 3423 object *skin;
3428 3424
3429 /* first get the dragon skin force */ 3425 /* first get the dragon skin force */
3430 shstr_cmp dragon_skin_force ("dragon_skin_force"); 3426 shstr_cmp dragon_skin_force ("dragon_skin_force");
3431 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)
3432 ; 3428 ;
3433 3429
3434 if (!skin) 3430 if (!skin)
3435 return; 3431 return;
3436 3432

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