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/cvs/deliantra/server/common/living.C
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Comparing deliantra/server/common/living.C (file contents):
Revision 1.85 by root, Sun May 4 19:14:23 2008 UTC vs.
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC

400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
402 */ 402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 406 }
407 407
408 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 409 {
410 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
917 917
918 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
919 { 919 {
920 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
922 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
925 } 926 }
926 } /* if this is a player */ 927 } /* if this is a player */
927 else 928 else
1441 1442
1442/* 1443/*
1443 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1444 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1445 * eventually change the player's face and animation) 1446 * eventually change the player's face and animation)
1446 *
1447 * Note that the title is written to 'own_title' in the
1448 * player struct. This should be changed to 'ext_title'
1449 * as soon as clients support this!
1450 * Please, anyone, write support for 'ext_title'.
1451 */ 1447 */
1452void 1448void
1453set_dragon_name (object *pl, const object *abil, const object *skin) 1449set_dragon_name (object *pl, const object *abil, const object *skin)
1454{ 1450{
1455 int atnr = -1; /* attacknumber of highest level */ 1451 int atnr = -1; /* attacknumber of highest level */
1473 /* now if there are equals at highest level, pick the one with focus, 1469 /* now if there are equals at highest level, pick the one with focus,
1474 or else at random */ 1470 or else at random */
1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1471 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1476 atnr = abil->stats.exp; 1472 atnr = abil->stats.exp;
1477 1473
1478 level = (int) (level / 25.);
1479
1480 /* now set the new title */ 1474 /* now set the new title */
1481 if (pl->contr)
1482 {
1483 if (level == 0)
1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1475 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1485 else if (level == 1)
1486 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1476 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1487 else if (level == 2)
1488 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1477 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1489 else if (level == 3)
1490 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1478 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491 else 1479 else
1492 { 1480 {
1493 /* special titles for extra high resistance! */ 1481 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80)
1495 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1482 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496 else if (skin->resist[atnr] > 50)
1497 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1483 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1498 else
1499 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1484 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1500 }
1501 } 1485 }
1502 1486
1503 strcpy (pl->contr->own_title, ""); 1487 strcpy (pl->contr->own_title, "");
1504} 1488}
1505 1489
1572 object *skill_obj; 1556 object *skill_obj;
1573 1557
1574 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1575 if (!skill_obj) 1559 if (!skill_obj)
1576 { 1560 {
1577 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1561 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1578 return NULL; 1562 return NULL;
1579 } 1563 }
1580 1564
1581 /* clear the flag - exp goes into this bucket, but player 1565 /* clear the flag - exp goes into this bucket, but player
1582 * still doesn't know it. 1566 * still doesn't know it.
1583 */ 1567 */
1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1585 skill_obj->stats.exp = 0; 1569 skill_obj->stats.exp = 0;
1586 skill_obj->level = 1; 1570 skill_obj->level = 1;
1587 insert_ob_in_ob (skill_obj, op); 1571 op->insert (skill_obj);
1588 1572
1589 if (player *pl = op->contr) 1573 if (player *pl = op->contr)
1590 { 1574 pl->link_skills ();
1591 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1592 if (pl->ns)
1593 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1594 }
1595 1575
1596 return skill_obj; 1576 return skill_obj;
1597} 1577}
1598 1578
1599/* player_lvl_adj() - for the new exp system. we are concerned with 1579/* player_lvl_adj() - for the new exp system. we are concerned with
1737 { 1717 {
1738 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1739 skill_obj = op->chosen_skill; 1719 skill_obj = op->chosen_skill;
1740 else 1720 else
1741 { 1721 {
1742 for (i = 0; i < NUM_SKILLS; i++) 1722 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1743 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name)) 1723 if (tmp->skill == skill_name && tmp->type == SKILL)
1744 { 1724 {
1745 skill_obj = op->contr->last_skill_ob[i]; 1725 skill_obj = splay (tmp);
1746 break; 1726 break;
1747 } 1727 }
1748 1728
1749 /* Player doesn't have the skill. Check to see what to do, and give 1729 /* Player doesn't have the skill. Check to see what to do, and give
1750 * it to the player if necessary 1730 * it to the player if necessary
1752 if (!skill_obj) 1732 if (!skill_obj)
1753 { 1733 {
1754 if (flag == SK_EXP_NONE) 1734 if (flag == SK_EXP_NONE)
1755 return; 1735 return;
1756 else if (flag == SK_EXP_ADD_SKILL) 1736 else if (flag == SK_EXP_ADD_SKILL)
1757 give_skill_by_name (op, skill_name); 1737 skill_obj = give_skill_by_name (op, skill_name);
1758 } 1738 }
1759 } 1739 }
1760 } 1740 }
1761 1741
1762 if (flag != SK_EXP_SKILL_ONLY) 1742 if (flag != SK_EXP_SKILL_ONLY)

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