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Comparing deliantra/server/common/living.C (file contents):
Revision 1.96 by elmex, Mon Jan 12 00:17:22 2009 UTC vs.
Revision 1.103 by root, Mon Nov 23 12:19:57 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);
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;
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;
1421} 1416}
1505/* 1500/*
1506 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1507 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1508 * or change the ability-focus. 1503 * or change the ability-focus.
1509 */ 1504 */
1510void 1505static void
1511dragon_level_gain (object *who) 1506dragon_level_gain (object *who)
1512{ 1507{
1513 object *abil = NULL; /* pointer to dragon ability force */ 1508 object *abil = NULL; /* pointer to dragon ability force */
1514 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1515 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1655 } 1650 }
1656 } 1651 }
1657 1652
1658 if (changed) 1653 if (changed)
1659 { 1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1660 who->update_stats ();
1661 esrv_update_stats (who->contr);
1662 /* check if the spell data has changed */
1663 esrv_update_spells (who->contr);
1664 }
1665} 1655}
1666 1656
1667/* 1657/*
1668 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1669 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1791 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1792 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1793 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1794 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1795 */ 1785 */
1796sint64 1786static sint64
1797check_exp_loss (const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1798{ 1788{
1799 sint64 del_exp; 1789 sint64 del_exp;
1800 1790
1801 if (exp > op->stats.exp) 1791 if (exp > op->stats.exp)
1950 1940
1951 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1952 if (tmp->type == SKILL && tmp->stats.exp) 1942 if (tmp->type == SKILL && tmp->stats.exp)
1953 { 1943 {
1954 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1955 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)];
1956 1946
1957 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1958 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1959 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1960 * tables is a lot harder. 1950 * tables is a lot harder.

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