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Comparing deliantra/server/common/living.C (file contents):
Revision 1.98 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.100 by root, Sat Nov 7 18:30:05 2009 UTC

595object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
596{ 596{
597 object *tmp; 597 object *tmp;
598 archetype *at; 598 archetype *at;
599 599
600 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
601 if (!at) 601 if (!at)
602 { 602 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 604 return;
605 } 605 }
625 * via an applied bad_luck object. 625 * via an applied bad_luck object.
626 */ 626 */
627void 627void
628object::change_luck (int value) 628object::change_luck (int value)
629{ 629{
630 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
631 if (!at) 631 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 633 else
634 { 634 {
635 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
1503/* 1503/*
1504 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus. 1506 * or change the ability-focus.
1507 */ 1507 */
1508void 1508static void
1509dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1510{ 1510{
1511 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1789 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1793 */ 1793 */
1794sint64 1794static sint64
1795check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1796{ 1796{
1797 sint64 del_exp; 1797 sint64 del_exp;
1798 1798
1799 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1948 1948
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1951 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 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)];
1954 1954
1955 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1957 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1958 * tables is a lot harder.

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