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Comparing deliantra/server/common/living.C (file contents):
Revision 1.87 by root, Tue May 6 17:31:21 2008 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 UTC

858 * then calls this function. 858 * then calls this function.
859 */ 859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 861 continue;
862 862
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius); 863 glow_radius += tmp->glow_radius;
867 864
868 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
870 { 867 {
871 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
1137 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1139 } 1136 }
1140 1137
1141 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1143 1140
1144 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1146 1143
1147 if (ARMOUR_SPEED (tmp)) 1144 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1146
1150 break; 1147 break;
1151 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1152 } /* item is equipped */ 1149 } /* item is equipped */
1153 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1153
1155 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1157 */ 1156 */
1158 1157
1442 1441
1443/* 1442/*
1444 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1447 *
1448 * Note that the title is written to 'own_title' in the
1449 * player struct. This should be changed to 'ext_title'
1450 * as soon as clients support this!
1451 * Please, anyone, write support for 'ext_title'.
1452 */ 1446 */
1453void 1447void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1449{
1456 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1469 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1478 1472
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1473 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1486 else if (level == 1)
1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1488 else if (level == 2)
1489 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490 else if (level == 3)
1491 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1478 else
1493 { 1479 {
1494 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1497 else if (skin->resist[atnr] > 50)
1498 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1499 else
1500 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1484 }
1503 1485
1504 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1505} 1487}
1506 1488
1573 object *skill_obj; 1555 object *skill_obj;
1574 1556
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1558 if (!skill_obj)
1577 { 1559 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1561 return NULL;
1580 } 1562 }
1581 1563
1582 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1565 * still doesn't know it.
1584 */ 1566 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1569 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1589 1571
1590 if (player *pl = op->contr) 1572 if (player *pl = op->contr)
1591 { 1573 pl->link_skills ();
1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1595 }
1596 1574
1597 return skill_obj; 1575 return skill_obj;
1598} 1576}
1599 1577
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1719 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1720 */ 1698 */
1721static void 1699static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723{ 1701{
1724 object *skill_obj = NULL; 1702 object *skill_obj;
1725 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1726 int i; 1704 int i;
1727 1705
1728 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1707 if (op->contr->braced)
1732 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1713 * the players inventory.
1736 */ 1714 */
1715 skill_obj = 0;
1716
1737 if (skill_name) 1717 if (skill_name)
1738 { 1718 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 skill_obj = op->contr->find_skill (skill_name);
1740 skill_obj = op->chosen_skill;
1741 else
1742 {
1743 for (i = 0; i < NUM_SKILLS; i++)
1744 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1745 {
1746 skill_obj = op->contr->last_skill_ob[i];
1747 break;
1748 }
1749 1720
1750 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1722 * it to the player if necessary
1752 */ 1723 */
1753 if (!skill_obj) 1724 if (!skill_obj)
1754 { 1725 {
1755 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1756 return; 1727 return;
1728
1757 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1731 }
1761 } 1732 }
1762 1733
1763 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1735 {
1797 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1798 } 1769 }
1799} 1770}
1800 1771
1801/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1811{ 1782{
1812 sint64 del_exp; 1783 sint64 del_exp;
1813 1784
1814 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1815 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1816 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1817 { 1789 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1819 if (del_exp < 0) 1792 if (del_exp < 0)
1820 del_exp = 0; 1793 del_exp = 0;
1794
1821 if (exp > del_exp) 1795 if (exp > del_exp)
1822 exp = del_exp; 1796 exp = del_exp;
1823 } 1797 }
1798
1824 return exp; 1799 return exp;
1825} 1800}
1826 1801
1827sint64 1802sint64
1828check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1829{ 1804{
1830 if (exp < 0) 1805 if (exp < 0)
1831 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1832 else 1807 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1834} 1809}
1835
1836 1810
1837/* Subtracts experience from player. 1811/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1814 * this subtracts a portion from all
1854 sint64 del_exp; 1828 sint64 del_exp;
1855 1829
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1832 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1860 { 1834 {
1861 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1864 } 1838 }
1952 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1953 */ 1927 */
1954void 1928void
1955apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1956{ 1930{
1957 object *tmp;
1958 sint64 loss; 1931 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961 1934
1962 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1964 { 1937 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1968 1940
1969 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1972 * tables is a lot harder. 1944 * tables is a lot harder.
1973 */ 1945 */
1974 if (level_loss < 0) 1946 if (level_loss < 0)
1975 level_loss = 0; 1947 level_loss = 0;
1976 1948
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1978 1950
1979 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1981 } 1953 }
1982 1954
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1985 1957
1986 if (level_loss < 0) 1958 if (level_loss < 0)
1987 level_loss = 0; 1959 level_loss = 0;
1960
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1989 1962
1990 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1992} 1965}
1993 1966

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