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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> |
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… | |
594 | object::drain_specific_stat (int deplete_stats) |
595 | object::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 | */ |
626 | void |
627 | void |
627 | object::change_luck (int value) |
628 | object::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); |
… | |
… | |
766 | int stat_sum [NUM_STATS]; |
767 | int stat_sum [NUM_STATS]; |
767 | |
768 | |
768 | /* 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 */ |
769 | if (type == PLAYER) |
770 | if (type == PLAYER) |
770 | { |
771 | { |
|
|
772 | contr->delayed_update = false; |
|
|
773 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
774 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
776 | |
774 | if (settings.spell_encumbrance == TRUE) |
777 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
778 | contr->encumbrance = 0; |
… | |
… | |
908 | && !tmp->flag [FLAG_CURSED] |
911 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_DAMNED]) |
912 | && !tmp->flag [FLAG_DAMNED]) |
910 | continue; |
913 | continue; |
911 | |
914 | |
912 | for (int i = 0; i < NUM_STATS; i++) |
915 | for (int i = 0; i < NUM_STATS; i++) |
913 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
916 | stat_sum [i] += tmp->stats.stat (i); |
914 | |
917 | |
915 | if (digest_types [tmp->type]) |
918 | if (digest_types [tmp->type]) |
916 | { |
919 | { |
917 | contr->digestion += tmp->stats.food; |
920 | contr->digestion += tmp->stats.food; |
918 | contr->gen_hp += tmp->stats.hp; |
921 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
1134 | else /* To nullify the below effect */ |
1137 | else /* To nullify the below effect */ |
1135 | ac += tmp->stats.ac + tmp->magic; |
1138 | ac += tmp->stats.ac + tmp->magic; |
1136 | } |
1139 | } |
1137 | |
1140 | |
1138 | if (tmp->stats.wc) |
1141 | if (tmp->stats.wc) |
1139 | wc -= (tmp->stats.wc + tmp->magic); |
1142 | wc -= tmp->stats.wc + tmp->magic; |
1140 | |
1143 | |
1141 | if (tmp->stats.ac) |
1144 | if (tmp->stats.ac) |
1142 | ac -= (tmp->stats.ac + tmp->magic); |
1145 | ac -= tmp->stats.ac + tmp->magic; |
1143 | |
1146 | |
1144 | if (ARMOUR_SPEED (tmp)) |
1147 | if (ARMOUR_SPEED (tmp)) |
1145 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1146 | |
1149 | |
1147 | break; |
1150 | break; |
… | |
… | |
1171 | |
1174 | |
1172 | if (type == PLAYER) |
1175 | if (type == PLAYER) |
1173 | { |
1176 | { |
1174 | // clamp various player stats |
1177 | // clamp various player stats |
1175 | for (int i = 0; i < NUM_STATS; ++i) |
1178 | for (int i = 0; i < NUM_STATS; ++i) |
1176 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1179 | stats.stat (i) = stat_sum [i]; |
|
|
1180 | |
|
|
1181 | check_stat_bounds (&stats); |
1177 | |
1182 | |
1178 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1183 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1179 | |
1184 | |
1180 | /* Figure out the players sp/mana/hp totals. */ |
1185 | /* Figure out the players sp/mana/hp totals. */ |
1181 | int pl_level; |
1186 | int pl_level; |
1182 | |
1187 | |
1183 | check_stat_bounds (&(stats)); |
|
|
1184 | pl_level = level; |
|
|
1185 | |
|
|
1186 | if (pl_level < 1) |
|
|
1187 | pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ |
1188 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1188 | |
1189 | |
1189 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1190 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | */ |
1192 | */ |
1192 | stats.maxhp = 0; |
1193 | stats.maxhp = 0; |
… | |
… | |
1327 | |
1328 | |
1328 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | speed = 1.f + speed_bonus[stats.Dex]; |
1329 | |
1330 | |
1330 | if (settings.search_items && contr->search_str[0]) |
1331 | if (settings.search_items && contr->search_str[0]) |
1331 | speed -= 1; |
1332 | speed -= 1; |
1332 | |
|
|
1333 | if (attacktype == 0) |
|
|
1334 | attacktype = arch->attacktype; |
|
|
1335 | } /* End if player */ |
1333 | } /* End if player */ |
1336 | |
1334 | |
1337 | if (added_speed >= 0) |
1335 | if (added_speed >= 0) |
1338 | speed += added_speed / 10.f; |
1336 | speed += added_speed / 10.f; |
1339 | else /* Something wrong here...: */ |
1337 | else /* Something wrong here...: */ |
… | |
… | |
1407 | move_type &= ~MOVE_WALK; |
1405 | move_type &= ~MOVE_WALK; |
1408 | |
1406 | |
1409 | /* It is quite possible that a player's spell costing might have changed, |
1407 | /* It is quite possible that a player's spell costing might have changed, |
1410 | * so we will check that now. |
1408 | * so we will check that now. |
1411 | */ |
1409 | */ |
1412 | if (type == PLAYER) |
1410 | if (is_player ()) |
1413 | { |
1411 | contr->update_spells (); |
1414 | esrv_update_stats (contr); |
|
|
1415 | esrv_update_spells (contr); |
|
|
1416 | } |
|
|
1417 | |
1412 | |
1418 | // update the mapspace, if we are on a map |
1413 | // update the mapspace, if we are on a map |
1419 | if (!flag [FLAG_REMOVED] && map) |
1414 | if (!flag [FLAG_REMOVED] && map) |
1420 | map->at (x, y).flags_ = 0; |
1415 | map->at (x, y).flags_ = 0; |
|
|
1416 | } |
|
|
1417 | |
|
|
1418 | void |
|
|
1419 | object::set_glow_radius (sint8 rad) |
|
|
1420 | { |
|
|
1421 | glow_radius = rad; |
|
|
1422 | |
|
|
1423 | if (is_on_map ()) |
|
|
1424 | update_all_los (map, x, y); |
|
|
1425 | else if (object *env = outer_env ()) |
|
|
1426 | { |
|
|
1427 | env->update_stats (); |
|
|
1428 | |
|
|
1429 | if (env->is_on_map ()) |
|
|
1430 | update_all_los (env->map, env->x, env->y); |
|
|
1431 | } |
1421 | } |
1432 | } |
1422 | |
1433 | |
1423 | /* |
1434 | /* |
1424 | * Returns true if the given player is a legal class. |
1435 | * Returns true if the given player is a legal class. |
1425 | * The function to add and remove class-bonuses to the stats doesn't |
1436 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1489 | /* |
1500 | /* |
1490 | * This function is called when a dragon-player gains |
1501 | * This function is called when a dragon-player gains |
1491 | * an overall level. Here, the dragon might gain new abilities |
1502 | * an overall level. Here, the dragon might gain new abilities |
1492 | * or change the ability-focus. |
1503 | * or change the ability-focus. |
1493 | */ |
1504 | */ |
1494 | void |
1505 | static void |
1495 | dragon_level_gain (object *who) |
1506 | dragon_level_gain (object *who) |
1496 | { |
1507 | { |
1497 | object *abil = NULL; /* pointer to dragon ability force */ |
1508 | object *abil = NULL; /* pointer to dragon ability force */ |
1498 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1499 | object *tmp = NULL; /* tmp. object */ |
1510 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1638 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1639 | } |
1650 | } |
1640 | } |
1651 | } |
1641 | |
1652 | |
1642 | if (changed) |
1653 | if (changed) |
1643 | { |
1654 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1644 | who->update_stats (); |
|
|
1645 | esrv_update_stats (who->contr); |
|
|
1646 | /* check if the spell data has changed */ |
|
|
1647 | esrv_update_spells (who->contr); |
|
|
1648 | } |
|
|
1649 | } |
1655 | } |
1650 | |
1656 | |
1651 | /* |
1657 | /* |
1652 | * Returns how much experience is needed for a player to become |
1658 | * Returns how much experience is needed for a player to become |
1653 | * the given level. level should really never exceed max_level |
1659 | * the given level. level should really never exceed max_level |
… | |
… | |
1775 | * adjustments based on permanent exp and the like. |
1781 | * adjustments based on permanent exp and the like. |
1776 | * This function should always be used for losing experience - |
1782 | * This function should always be used for losing experience - |
1777 | * the 'exp' value passed should be positive - this is the |
1783 | * the 'exp' value passed should be positive - this is the |
1778 | * amount that should get subtract from the player. |
1784 | * amount that should get subtract from the player. |
1779 | */ |
1785 | */ |
1780 | sint64 |
1786 | static sint64 |
1781 | check_exp_loss (const object *op, sint64 exp) |
1787 | check_exp_loss (const object *op, sint64 exp) |
1782 | { |
1788 | { |
1783 | sint64 del_exp; |
1789 | sint64 del_exp; |
1784 | |
1790 | |
1785 | if (exp > op->stats.exp) |
1791 | if (exp > op->stats.exp) |
… | |
… | |
1934 | |
1940 | |
1935 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1941 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1936 | if (tmp->type == SKILL && tmp->stats.exp) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1937 | { |
1943 | { |
1938 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1944 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1939 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1945 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1940 | |
1946 | |
1941 | /* With the revised exp system, you can get cases where |
1947 | /* With the revised exp system, you can get cases where |
1942 | * losing several levels would still require that you have more |
1948 | * losing several levels would still require that you have more |
1943 | * exp than you currently have - this is true if the levels |
1949 | * exp than you currently have - this is true if the levels |
1944 | * tables is a lot harder. |
1950 | * tables is a lot harder. |