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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 1.102 by root, Wed Nov 11 04:45:22 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);
767 int stat_sum [NUM_STATS]; 767 int stat_sum [NUM_STATS];
768 768
769 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 770 if (type == PLAYER)
771 { 771 {
772 contr->delayed_update = false;
773
772 for (int i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 775 stat_sum [i] = contr->orig_stats.stat (i);
774 776
775 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 778 contr->encumbrance = 0;
1405 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1406 1408
1407 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now. 1410 * so we will check that now.
1409 */ 1411 */
1410 if (type == PLAYER) 1412 if (is_player ())
1411 { 1413 contr->update_spells ();
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415 1414
1416 // update the mapspace, if we are on a map 1415 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map) 1416 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0; 1417 map->at (x, y).flags_ = 0;
1419} 1418}
1503/* 1502/*
1504 * This function is called when a dragon-player gains 1503 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities 1504 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus. 1505 * or change the ability-focus.
1507 */ 1506 */
1508void 1507static void
1509dragon_level_gain (object *who) 1508dragon_level_gain (object *who)
1510{ 1509{
1511 object *abil = NULL; /* pointer to dragon ability force */ 1510 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */ 1511 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 } 1652 }
1654 } 1653 }
1655 1654
1656 if (changed) 1655 if (changed)
1657 { 1656 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663} 1657}
1664 1658
1665/* 1659/*
1666 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level 1661 * the given level. level should really never exceed max_level
1789 * adjustments based on permanent exp and the like. 1783 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience - 1784 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the 1785 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player. 1786 * amount that should get subtract from the player.
1793 */ 1787 */
1794sint64 1788static sint64
1795check_exp_loss (const object *op, sint64 exp) 1789check_exp_loss (const object *op, sint64 exp)
1796{ 1790{
1797 sint64 del_exp; 1791 sint64 del_exp;
1798 1792
1799 if (exp > op->stats.exp) 1793 if (exp > op->stats.exp)
1948 1942
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1944 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1945 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1946 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)]; 1947 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1954 1948
1955 /* With the revised exp system, you can get cases where 1949 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1950 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1951 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1952 * tables is a lot harder.

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