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Comparing deliantra/server/server/player.C (file contents):
Revision 1.148 by root, Mon Jun 4 12:19:09 2007 UTC vs.
Revision 1.152 by root, Sun Jul 1 05:00:20 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>
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;
302 ns = 0; 301 ns = 0;
303 } 302 }
304 303
305 if (ob) 304 if (ob)
306 ob->close_container (); //TODO: client-specific 305 ob->close_container (); //TODO: client-specific
306
307 observe = ob;
307 308
308 deactivate (); 309 deactivate ();
309} 310}
310 311
311// the need for this function can be explained 312// the need for this function can be explained
362 if (ob) 363 if (ob)
363 { 364 {
364 ob->destroy_inv (false); 365 ob->destroy_inv (false);
365 ob->destroy (); 366 ob->destroy ();
366 } 367 }
368
369 ob = observe = 0;
367} 370}
368 371
369player::~player () 372player::~player ()
370{ 373{
371 /* Clear item stack */ 374 /* Clear item stack */
398 * Note: there MUST be at least one player archetype! 401 * Note: there MUST be at least one player archetype!
399 */ 402 */
400archetype * 403archetype *
401get_player_archetype (archetype *at) 404get_player_archetype (archetype *at)
402{ 405{
403 archetype *start = at; 406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
404 407
405 for (;;) 408 for (;;)
406 { 409 {
407 if (at == NULL || at->next == NULL) 410 if (++i == archetypes.end ())
408 at = first_archetype; 411 i = archetypes.begin ();
409 else 412 else if (*i == at)
410 at = at->next; 413 cleanup ("not a single player archetype found");
411 414
412 if (at->clone.type == PLAYER) 415 if ((*i)->type == PLAYER)
413 return at; 416 return *i;
414
415 if (at == start)
416 {
417 LOG (llevError, "No Player archetypes\n");
418 exit (-1);
419 }
420 } 417 }
421} 418}
422 419
423object * 420object *
424get_nearest_player (object *mon) 421get_nearest_player (object *mon)
943 int x = ob->x, y = ob->y; 940 int x = ob->x, y = ob->y;
944 941
945 ob->remove_statbonus (); 942 ob->remove_statbonus ();
946 ob->remove (); 943 ob->remove ();
947 ob->arch = get_player_archetype (ob->arch); 944 ob->arch = get_player_archetype (ob->arch);
948 ob->arch->clone.copy_to (ob); 945 ob->arch->copy_to (ob);
949 ob->instantiate (); 946 ob->instantiate ();
950 ob->stats = ob->contr->orig_stats; 947 ob->stats = ob->contr->orig_stats;
951 ob->name = ob->name_pl = name; 948 ob->name = ob->name_pl = name;
952 ob->x = x; 949 ob->x = x;
953 ob->y = y; 950 ob->y = y;
954 SET_ANIMATION (ob, 2); /* So player faces south */ 951 SET_ANIMATION (ob, 2); /* So player faces south */
955 insert_ob_in_map (ob, ob->map, ob, 0); 952 insert_ob_in_map (ob, ob->map, ob, 0);
956 assign (ob->contr->title, ob->arch->clone.name); 953 assign (ob->contr->title, ob->arch->object::name);
957 ob->add_statbonus (); 954 ob->add_statbonus ();
958 } 955 }
959 while (!allowed_class (ob)); 956 while (!allowed_class (ob));
960 957
961 update_object (ob, UP_OBJ_FACE); 958 update_object (ob, UP_OBJ_FACE);
1434 else 1431 else
1435 { 1432 {
1436 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1433 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1437 { 1434 {
1438 attacktype = 1 << attacknum; 1435 attacktype = 1 << attacknum;
1439 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1436 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1440 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100) > betterby) 1437 if (((arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100) > betterby)
1441 { 1438 {
1442 tmp = arrow; 1439 tmp = arrow;
1443 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->clone.resist[attacknum]) / 100; 1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1444 } 1441 }
1445 } 1442 }
1446 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1447 { 1444 {
1448 tmp = arrow; 1445 tmp = arrow;
1807 object *tmp; 1804 object *tmp;
1808 1805
1809 if (item->arch) 1806 if (item->arch)
1810 { 1807 {
1811 CLEAR_FLAG (item, FLAG_ANIMATE); 1808 CLEAR_FLAG (item, FLAG_ANIMATE);
1812 item->face = item->arch->clone.face; 1809 item->face = item->arch->face;
1813 item->set_speed (0); 1810 item->set_speed (0);
1814 } 1811 }
1815 1812
1816 if ((tmp = item->in_player ())) 1813 if ((tmp = item->in_player ()))
1817 esrv_update_item (UPD_ANIM, tmp, item); 1814 esrv_update_item (UPD_ANIM, tmp, item);
3040} 3037}
3041 3038
3042int 3039int
3043is_true_undead (object *op) 3040is_true_undead (object *op)
3044{ 3041{
3045 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3042 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3046 return 1; 3043 return 1;
3047 3044
3048 return 0; 3045 return 0;
3049} 3046}
3050 3047
3220 * a blocked los square. 3217 * a blocked los square.
3221 * we use the archetype to figure out offsets. 3218 * we use the archetype to figure out offsets.
3222 */ 3219 */
3223 while (op) 3220 while (op)
3224 { 3221 {
3225 dx = rv.distance_x + op->arch->clone.x; 3222 dx = rv.distance_x + op->arch->x;
3226 dy = rv.distance_y + op->arch->clone.y; 3223 dy = rv.distance_y + op->arch->y;
3227 3224
3228 /* only the viewable area the player sees is updated by LOS 3225 /* only the viewable area the player sees is updated by LOS
3229 * code, so we need to restrict ourselves to that range of values 3226 * code, so we need to restrict ourselves to that range of values
3230 * for any meaningful values. 3227 * for any meaningful values.
3231 */ 3228 */
3356 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */ 3353 /* LOG(llevDebug, "-> no more treasure for %s\n", change_resist_msg[atnr]); */
3357 return; 3354 return;
3358 } 3355 }
3359 3356
3360 /* everything seems okay - now bring on the gift: */ 3357 /* everything seems okay - now bring on the gift: */
3361 item = &(tr->item->clone); 3358 item = tr->item;
3362 3359
3363 if (item->type == SPELL) 3360 if (item->type == SPELL)
3364 { 3361 {
3365 if (check_spell_known (who, item->name)) 3362 if (check_spell_known (who, item->name))
3366 return; 3363 return;

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