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Comparing deliantra/server/common/living.C (file contents):
Revision 1.88 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.94 by root, Tue Dec 23 00:39:48 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. */
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 */
1154 1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
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
1159 /* 'total resistance = total protections - total vulnerabilities'. 1158 /* 'total resistance = total protections - total vulnerabilities'.
1556 object *skill_obj; 1555 object *skill_obj;
1557 1556
1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1559 if (!skill_obj) 1558 if (!skill_obj)
1560 { 1559 {
1561 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);
1562 return NULL; 1561 return NULL;
1563 } 1562 }
1564 1563
1565 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1566 * still doesn't know it. 1565 * still doesn't know it.
1567 */ 1566 */
1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1569 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1570 skill_obj->level = 1; 1569 skill_obj->level = 1;
1571 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1572 1571
1573 if (player *pl = op->contr) 1572 if (player *pl = op->contr)
1574 { 1573 pl->link_skills ();
1575 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1576 if (pl->ns)
1577 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1578 }
1579 1574
1580 return skill_obj; 1575 return skill_obj;
1581} 1576}
1582 1577
1583/* 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
1702 * 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:
1703 */ 1698 */
1704static void 1699static void
1705add_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)
1706{ 1701{
1707 object *skill_obj = NULL; 1702 object *skill_obj;
1708 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1709 int i; 1704 int i;
1710 1705
1711 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1707 if (op->contr->braced)
1715 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1716 * 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
1717 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1713 * the players inventory.
1719 */ 1714 */
1715 skill_obj = 0;
1716
1720 if (skill_name) 1717 if (skill_name)
1721 { 1718 {
1722 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);
1723 skill_obj = op->chosen_skill;
1724 else
1725 {
1726 for (i = 0; i < NUM_SKILLS; i++)
1727 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1728 {
1729 skill_obj = op->contr->last_skill_ob[i];
1730 break;
1731 }
1732 1720
1733 /* 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
1734 * it to the player if necessary 1722 * it to the player if necessary
1735 */ 1723 */
1736 if (!skill_obj) 1724 if (!skill_obj)
1737 { 1725 {
1738 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1739 return; 1727 return;
1728
1740 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1731 }
1744 } 1732 }
1745 1733
1746 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1735 {
1780 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1781 } 1769 }
1782} 1770}
1783 1771
1784/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1785 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1786 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1787 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1788 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1789 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1790 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1794{ 1782{
1795 sint64 del_exp; 1783 sint64 del_exp;
1796 1784
1797 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1798 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1799 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1800 { 1789 {
1801 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
1802 if (del_exp < 0) 1792 if (del_exp < 0)
1803 del_exp = 0; 1793 del_exp = 0;
1794
1804 if (exp > del_exp) 1795 if (exp > del_exp)
1805 exp = del_exp; 1796 exp = del_exp;
1806 } 1797 }
1798
1807 return exp; 1799 return exp;
1808} 1800}
1809 1801
1810sint64 1802sint64
1811check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1812{ 1804{
1813 if (exp < 0) 1805 if (exp < 0)
1814 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1815 else 1807 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817} 1809}
1818
1819 1810
1820/* Subtracts experience from player. 1811/* Subtracts experience from player.
1821 * 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
1822 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1814 * this subtracts a portion from all
1837 sint64 del_exp; 1828 sint64 del_exp;
1838 1829
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1832 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 { 1834 {
1844 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1847 } 1838 }
1935 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1936 */ 1927 */
1937void 1928void
1938apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1939{ 1930{
1940 object *tmp;
1941 sint64 loss; 1931 sint64 loss;
1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1944 1934
1945 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1947 { 1937 {
1948
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1950 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)];
1951 1940
1952 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1955 * tables is a lot harder. 1944 * tables is a lot harder.
1956 */ 1945 */
1957 if (level_loss < 0) 1946 if (level_loss < 0)
1958 level_loss = 0; 1947 level_loss = 0;
1959 1948
1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961 1950
1962 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1964 } 1953 }
1965 1954
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1967 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)];
1968 1957
1969 if (level_loss < 0) 1958 if (level_loss < 0)
1970 level_loss = 0; 1959 level_loss = 0;
1960
1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1972 1962
1973 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1974 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1975} 1965}
1976 1966

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