ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/player.C
(Generate patch)

Comparing deliantra/server/server/player.C (file contents):
Revision 1.146 by root, Sun Jun 3 17:05:36 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
324 322
325void 323void
326player::set_observe (object *op) 324player::set_observe (object *op)
327{ 325{
328 observe = op ? op : ob; 326 observe = op ? op : ob;
327 do_los = 1;
329} 328}
330 329
331player::player () 330player::player ()
332{ 331{
333 /* There are some elements we want initialised to non zero value - 332 /* There are some elements we want initialised to non zero value -
361 if (ob) 360 if (ob)
362 { 361 {
363 ob->destroy_inv (false); 362 ob->destroy_inv (false);
364 ob->destroy (); 363 ob->destroy ();
365 } 364 }
365
366 ob = observe = 0;
366} 367}
367 368
368player::~player () 369player::~player ()
369{ 370{
370 /* Clear item stack */ 371 /* Clear item stack */
397 * Note: there MUST be at least one player archetype! 398 * Note: there MUST be at least one player archetype!
398 */ 399 */
399archetype * 400archetype *
400get_player_archetype (archetype *at) 401get_player_archetype (archetype *at)
401{ 402{
402 archetype *start = at; 403 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
403 404
404 for (;;) 405 for (;;)
405 { 406 {
406 if (at == NULL || at->next == NULL) 407 if (++i == archetypes.end ())
407 at = first_archetype; 408 i = archetypes.begin ();
408 else 409 else if (*i == at)
409 at = at->next; 410 cleanup ("not a single player archetype found");
410 411
411 if (at->clone.type == PLAYER) 412 if ((*i)->type == PLAYER)
412 return at; 413 return *i;
413
414 if (at == start)
415 {
416 LOG (llevError, "No Player archetypes\n");
417 exit (-1);
418 }
419 } 414 }
420} 415}
421 416
422object * 417object *
423get_nearest_player (object *mon) 418get_nearest_player (object *mon)
913 if (*first_map_ext_path) 908 if (*first_map_ext_path)
914 { 909 {
915 object *tmp; 910 object *tmp;
916 char mapname[MAX_BUF]; 911 char mapname[MAX_BUF];
917 912
918 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);
919 tmp = object::create (); 914 tmp = object::create ();
920 EXIT_PATH (tmp) = mapname; 915 EXIT_PATH (tmp) = mapname;
921 EXIT_X (tmp) = ob->x; 916 EXIT_X (tmp) = ob->x;
922 EXIT_Y (tmp) = ob->y; 917 EXIT_Y (tmp) = ob->y;
923 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;
942 int x = ob->x, y = ob->y; 937 int x = ob->x, y = ob->y;
943 938
944 ob->remove_statbonus (); 939 ob->remove_statbonus ();
945 ob->remove (); 940 ob->remove ();
946 ob->arch = get_player_archetype (ob->arch); 941 ob->arch = get_player_archetype (ob->arch);
947 ob->arch->clone.copy_to (ob); 942 ob->arch->copy_to (ob);
948 ob->instantiate (); 943 ob->instantiate ();
949 ob->stats = ob->contr->orig_stats; 944 ob->stats = ob->contr->orig_stats;
950 ob->name = ob->name_pl = name; 945 ob->name = ob->name_pl = name;
951 ob->x = x; 946 ob->x = x;
952 ob->y = y; 947 ob->y = y;
953 SET_ANIMATION (ob, 2); /* So player faces south */ 948 SET_ANIMATION (ob, 2); /* So player faces south */
954 insert_ob_in_map (ob, ob->map, ob, 0); 949 insert_ob_in_map (ob, ob->map, ob, 0);
955 assign (ob->contr->title, ob->arch->clone.name); 950 assign (ob->contr->title, ob->arch->object::name);
956 ob->add_statbonus (); 951 ob->add_statbonus ();
957 } 952 }
958 while (!allowed_class (ob)); 953 while (!allowed_class (ob));
959 954
960 update_object (ob, UP_OBJ_FACE); 955 update_object (ob, UP_OBJ_FACE);
1105 if (tmp->name != NULL) 1100 if (tmp->name != NULL)
1106 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1101 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1107 &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))));
1108 else 1103 else
1109 sprintf (putstring, "item name: %s item type: %d weight/value: %d", 1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1110 &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))));
1111 1106
1112 new_draw_info (NDI_UNIQUE, 0, op, putstring); 1107 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1113 } 1108 }
1114 1109
1115 /* philosophy: 1110 /* philosophy:
1308 /* careful: chairs and tables are weapons! */ 1303 /* careful: chairs and tables are weapons! */
1309 if (op->contr->mode & PU_ALLWEAPON) 1304 if (op->contr->mode & PU_ALLWEAPON)
1310 { 1305 {
1311 if (tmp->type == WEAPON && tmp->name != NULL) 1306 if (tmp->type == WEAPON && tmp->name != NULL)
1312 { 1307 {
1313 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 &&
1314 strstr (tmp->name, "chair") && strstr (tmp->arch->name, "chair") == NULL) 1309 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1315 { 1310 {
1316 pick_up (op, tmp); 1311 pick_up (op, tmp);
1317 continue; 1312 continue;
1318 } 1313 }
1319 } 1314 }
1320 1315
1321 if (tmp->type == WEAPON && tmp->name == NULL) 1316 if (tmp->type == WEAPON && tmp->name == NULL)
1322 { 1317 {
1323 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)
1324 { 1319 {
1325 pick_up (op, tmp); 1320 pick_up (op, tmp);
1326 continue; 1321 continue;
1327 } 1322 }
1328 } 1323 }
1353 if (tmp->name != NULL) 1348 if (tmp->name != NULL)
1354 { 1349 {
1355 fprintf (stderr, "%s", tmp->name); 1350 fprintf (stderr, "%s", tmp->name);
1356 } 1351 }
1357 else 1352 else
1358 fprintf (stderr, "%s", tmp->arch->name); 1353 fprintf (stderr, "%s", tmp->arch->archname);
1359 fprintf (stderr, ",%d] = ", tmp->type); 1354 fprintf (stderr, ",%d] = ", tmp->type);
1360 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))));
1361#endif 1356#endif
1362 continue; 1357 continue;
1363 } 1358 }
1433 else 1428 else
1434 { 1429 {
1435 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++) 1430 for (attacknum = 0; attacknum < NROFATTACKS; attacknum++)
1436 { 1431 {
1437 attacktype = 1 << attacknum; 1432 attacktype = 1 << attacknum;
1438 if ((arrow->attacktype & attacktype) && (target->arch->clone.resist[attacknum]) < 0) 1433 if ((arrow->attacktype & attacktype) && (target->arch->resist[attacknum]) < 0)
1439 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)
1440 { 1435 {
1441 tmp = arrow; 1436 tmp = arrow;
1442 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;
1443 } 1438 }
1444 } 1439 }
1445 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1440 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1446 { 1441 {
1447 tmp = arrow; 1442 tmp = arrow;
1806 object *tmp; 1801 object *tmp;
1807 1802
1808 if (item->arch) 1803 if (item->arch)
1809 { 1804 {
1810 CLEAR_FLAG (item, FLAG_ANIMATE); 1805 CLEAR_FLAG (item, FLAG_ANIMATE);
1811 item->face = item->arch->clone.face; 1806 item->face = item->arch->face;
1812 item->set_speed (0); 1807 item->set_speed (0);
1813 } 1808 }
1814 1809
1815 if ((tmp = item->in_player ())) 1810 if ((tmp = item->in_player ()))
1816 esrv_update_item (UPD_ANIM, tmp, item); 1811 esrv_update_item (UPD_ANIM, tmp, item);
3039} 3034}
3040 3035
3041int 3036int
3042is_true_undead (object *op) 3037is_true_undead (object *op)
3043{ 3038{
3044 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3039 if (QUERY_FLAG (op->arch, FLAG_UNDEAD))
3045 return 1; 3040 return 1;
3046 3041
3047 return 0; 3042 return 0;
3048} 3043}
3049 3044
3219 * a blocked los square. 3214 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3215 * we use the archetype to figure out offsets.
3221 */ 3216 */
3222 while (op) 3217 while (op)
3223 { 3218 {
3224 dx = rv.distance_x + op->arch->clone.x; 3219 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->clone.y; 3220 dy = rv.distance_y + op->arch->y;
3226 3221
3227 /* only the viewable area the player sees is updated by LOS 3222 /* only the viewable area the player sees is updated by LOS
3228 * 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
3229 * for any meaningful values. 3224 * for any meaningful values.
3230 */ 3225 */
3355 /* 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]); */
3356 return; 3351 return;
3357 } 3352 }
3358 3353
3359 /* everything seems okay - now bring on the gift: */ 3354 /* everything seems okay - now bring on the gift: */
3360 item = &(tr->item->clone); 3355 item = tr->item;
3361 3356
3362 if (item->type == SPELL) 3357 if (item->type == SPELL)
3363 { 3358 {
3364 if (check_spell_known (who, item->name)) 3359 if (check_spell_known (who, item->name))
3365 return; 3360 return;
3424 { 3419 {
3425 /* forces in the treasurelist can alter the player's stats */ 3420 /* forces in the treasurelist can alter the player's stats */
3426 object *skin; 3421 object *skin;
3427 3422
3428 /* first get the dragon skin force */ 3423 /* first get the dragon skin force */
3429 shstr_cmp dragon_skin_force ("dragon_skin_force");
3430 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)
3431 ; 3425 ;
3432 3426
3433 if (!skin) 3427 if (!skin)
3434 return; 3428 return;
3435 3429

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines