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Comparing deliantra/server/common/living.C (file contents):
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC vs.
Revision 1.100 by root, Sat Nov 7 18:30:05 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License 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 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
594object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
595{ 596{
596 object *tmp; 597 object *tmp;
597 archetype *at; 598 archetype *at;
598 599
599 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
600 if (!at) 601 if (!at)
601 { 602 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 604 return;
604 } 605 }
624 * via an applied bad_luck object. 625 * via an applied bad_luck object.
625 */ 626 */
626void 627void
627object::change_luck (int value) 628object::change_luck (int value)
628{ 629{
629 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
630 if (!at) 631 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 633 else
633 { 634 {
634 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
858 * then calls this function. 859 * then calls this function.
859 */ 860 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 862 continue;
862 863
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius); 864 glow_radius += tmp->glow_radius;
867 865
868 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
870 { 868 {
871 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
1137 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1139 } 1137 }
1140 1138
1141 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1143 1141
1144 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1146 1144
1147 if (ARMOUR_SPEED (tmp)) 1145 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1147
1150 break; 1148 break;
1151 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1152 } /* item is equipped */ 1150 } /* item is equipped */
1153 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1154
1155 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1157 */ 1157 */
1158 1158
1328 1328
1329 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330 1330
1331 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1332 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1333 } /* End if player */
1337 1334
1338 if (added_speed >= 0) 1335 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1419 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1422} 1419}
1423 1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1435}
1436
1424/* 1437/*
1425 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1490/* 1503/*
1491 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1492 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1493 * or change the ability-focus. 1506 * or change the ability-focus.
1494 */ 1507 */
1495void 1508static void
1496dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1497{ 1510{
1498 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1499 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1698 * flag is what to do if the player doesn't have the skill: 1711 * flag is what to do if the player doesn't have the skill:
1699 */ 1712 */
1700static void 1713static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702{ 1715{
1703 object *skill_obj = NULL; 1716 object *skill_obj;
1704 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1705 int i; 1718 int i;
1706 1719
1707 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1721 if (op->contr->braced)
1711 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1712 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1713 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1714 * the players inventory. 1727 * the players inventory.
1715 */ 1728 */
1729 skill_obj = 0;
1730
1716 if (skill_name) 1731 if (skill_name)
1717 { 1732 {
1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 skill_obj = op->contr->find_skill (skill_name);
1719 skill_obj = op->chosen_skill;
1720 else
1721 {
1722 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1723 if (tmp->skill == skill_name && tmp->type == SKILL)
1724 {
1725 skill_obj = splay (tmp);
1726 break;
1727 }
1728 1734
1729 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1730 * it to the player if necessary 1736 * it to the player if necessary
1731 */ 1737 */
1732 if (!skill_obj) 1738 if (!skill_obj)
1733 { 1739 {
1734 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1735 return; 1741 return;
1742
1736 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1737 skill_obj = give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1738 }
1739 } 1745 }
1740 } 1746 }
1741 1747
1742 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1743 { 1749 {
1776 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1777 } 1783 }
1778} 1784}
1779 1785
1780/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1781 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1782 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1783 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1784 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1785 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1786 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1787 */ 1793 */
1788sint64 1794static sint64
1789check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1790{ 1796{
1791 sint64 del_exp; 1797 sint64 del_exp;
1792 1798
1793 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1794 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1795 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1796 { 1803 {
1797 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1798 if (del_exp < 0) 1806 if (del_exp < 0)
1799 del_exp = 0; 1807 del_exp = 0;
1808
1800 if (exp > del_exp) 1809 if (exp > del_exp)
1801 exp = del_exp; 1810 exp = del_exp;
1802 } 1811 }
1812
1803 return exp; 1813 return exp;
1804} 1814}
1805 1815
1806sint64 1816sint64
1807check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1808{ 1818{
1809 if (exp < 0) 1819 if (exp < 0)
1810 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1811 else 1821 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1813} 1823}
1814
1815 1824
1816/* Subtracts experience from player. 1825/* Subtracts experience from player.
1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all 1828 * this subtracts a portion from all
1833 sint64 del_exp; 1842 sint64 del_exp;
1834 1843
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1846 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 { 1848 {
1840 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1843 } 1852 }
1931 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
1932 */ 1941 */
1933void 1942void
1934apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
1935{ 1944{
1936 object *tmp;
1937 sint64 loss; 1945 sint64 loss;
1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1940 1948
1941 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
1943 { 1951 {
1944
1945 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1946 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1953 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1947 1954
1948 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1949 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1950 * exp than you currently have - this is true if the levels 1957 * exp than you currently have - this is true if the levels
1951 * tables is a lot harder. 1958 * tables is a lot harder.
1952 */ 1959 */
1953 if (level_loss < 0) 1960 if (level_loss < 0)
1954 level_loss = 0; 1961 level_loss = 0;
1955 1962
1956 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1957 1964
1958 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
1959 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1960 } 1967 }
1961 1968
1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1964 1971
1965 if (level_loss < 0) 1972 if (level_loss < 0)
1966 level_loss = 0; 1973 level_loss = 0;
1974
1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1968 1976
1969 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
1970 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
1971} 1979}
1972 1980

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