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Comparing deliantra/server/common/living.C (file contents):
Revision 1.94 by root, Tue Dec 23 00:39:48 2008 UTC vs.
Revision 1.106 by root, Sat Jan 30 23:30:26 2010 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 }
606 { 607 {
607 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
608 609
609 if (!tmp) 610 if (!tmp)
610 { 611 {
611 tmp = arch_to_object (at); 612 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
614 } 615 }
615 } 616 }
616 617
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);
636 if (!tmp) 637 if (!tmp)
637 { 638 {
638 if (!value) 639 if (!value)
639 return; 640 return;
640 641
641 tmp = arch_to_object (at); 642 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
644 } 645 }
645 646
646 if (value) 647 if (value)
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...: */
1358 speed *= speed_reduce_from_disease; 1356 speed *= speed_reduce_from_disease;
1359 1357
1360 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1362 */ 1360 */
1363 if (speed < 0.04f && type == PLAYER) 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1364 speed = 0.04f;
1365 1362
1366 if (speed != old_speed) 1363 if (speed != old_speed)
1367 set_speed (speed); 1364 set_speed (speed);
1368 1365
1369 if (type == PLAYER) 1366 if (type == PLAYER)
1407 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1408 1405
1409 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1410 * so we will check that now. 1407 * so we will check that now.
1411 */ 1408 */
1412 if (type == PLAYER) 1409 if (is_player ())
1413 { 1410 contr->update_spells ();
1414 esrv_update_stats (contr);
1415 esrv_update_spells (contr);
1416 }
1417 1411
1418 // update the mapspace, if we are on a map 1412 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1413 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1414 map->at (x, y).flags_ = 0;
1415}
1416
1417void
1418object::set_glow_radius (sint8 rad)
1419{
1420 glow_radius = rad;
1421
1422 if (is_on_map ())
1423 update_all_los (map, x, y);
1424 else if (object *env = outer_env ())
1425 {
1426 env->update_stats ();
1427
1428 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y);
1430 }
1421} 1431}
1422 1432
1423/* 1433/*
1424 * Returns true if the given player is a legal class. 1434 * Returns true if the given player is a legal class.
1425 * The function to add and remove class-bonuses to the stats doesn't 1435 * The function to add and remove class-bonuses to the stats doesn't
1489/* 1499/*
1490 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1491 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1492 * or change the ability-focus. 1502 * or change the ability-focus.
1493 */ 1503 */
1494void 1504static void
1495dragon_level_gain (object *who) 1505dragon_level_gain (object *who)
1496{ 1506{
1497 object *abil = NULL; /* pointer to dragon ability force */ 1507 object *abil = NULL; /* pointer to dragon ability force */
1498 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1499 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1595 { 1605 {
1596 changed = true; 1606 changed = true;
1597 1607
1598 op->level++; 1608 op->level++;
1599 1609
1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1610 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1601 dragon_level_gain (who); 1611 dragon_level_gain (who);
1602 1612
1603 /* Only roll these if it is the player (who) that gained the level */ 1613 /* Only roll these if it is the player (who) that gained the level */
1604 if (op == who && (who->level < 11) && who->type == PLAYER) 1614 if (op == who && (who->level < 11) && who->type == PLAYER)
1605 { 1615 {
1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1639 } 1649 }
1640 } 1650 }
1641 1651
1642 if (changed) 1652 if (changed)
1643 { 1653 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} 1654}
1650 1655
1651/* 1656/*
1652 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1653 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1775 * adjustments based on permanent exp and the like. 1780 * adjustments based on permanent exp and the like.
1776 * This function should always be used for losing experience - 1781 * This function should always be used for losing experience -
1777 * the 'exp' value passed should be positive - this is the 1782 * the 'exp' value passed should be positive - this is the
1778 * amount that should get subtract from the player. 1783 * amount that should get subtract from the player.
1779 */ 1784 */
1780sint64 1785static sint64
1781check_exp_loss (const object *op, sint64 exp) 1786check_exp_loss (const object *op, sint64 exp)
1782{ 1787{
1783 sint64 del_exp; 1788 sint64 del_exp;
1784 1789
1785 if (exp > op->stats.exp) 1790 if (exp > op->stats.exp)
1934 1939
1935 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1936 if (tmp->type == SKILL && tmp->stats.exp) 1941 if (tmp->type == SKILL && tmp->stats.exp)
1937 { 1942 {
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1943 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)]; 1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1940 1945
1941 /* With the revised exp system, you can get cases where 1946 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1947 * losing several levels would still require that you have more
1943 * exp than you currently have - this is true if the levels 1948 * exp than you currently have - this is true if the levels
1944 * tables is a lot harder. 1949 * tables is a lot harder.

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