ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.88 by root, Tue Jul 15 20:41:58 2008 UTC vs.
Revision 1.99 by root, Fri Nov 6 12:49:19 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>
858 * then calls this function. 859 * then calls this function.
859 */ 860 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 862 continue;
862 863
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); 864 glow_radius += tmp->glow_radius;
867 865
868 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
870 { 868 {
871 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
1137 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1139 } 1137 }
1140 1138
1141 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1143 1141
1144 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1146 1144
1147 if (ARMOUR_SPEED (tmp)) 1145 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1147
1150 break; 1148 break;
1151 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1152 } /* item is equipped */ 1150 } /* item is equipped */
1153 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1154
1155 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* 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. 1156 * have generated intermediate values which we now need to assign.
1157 */ 1157 */
1158 1158
1328 1328
1329 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330 1330
1331 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1332 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1333 } /* End if player */
1337 1334
1338 if (added_speed >= 0) 1335 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1419 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1422} 1419}
1423 1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1435}
1436
1424/* 1437/*
1425 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1490/* 1503/*
1491 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1492 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1493 * or change the ability-focus. 1506 * or change the ability-focus.
1494 */ 1507 */
1495void 1508static void
1496dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1497{ 1510{
1498 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1499 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1556 object *skill_obj; 1569 object *skill_obj;
1557 1570
1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1559 if (!skill_obj) 1572 if (!skill_obj)
1560 { 1573 {
1561 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1562 return NULL; 1575 return NULL;
1563 } 1576 }
1564 1577
1565 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1566 * still doesn't know it. 1579 * still doesn't know it.
1567 */ 1580 */
1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1569 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1570 skill_obj->level = 1; 1583 skill_obj->level = 1;
1571 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1572 1585
1573 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1574 { 1587 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 1588
1580 return skill_obj; 1589 return skill_obj;
1581} 1590}
1582 1591
1583/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* 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: 1711 * flag is what to do if the player doesn't have the skill:
1703 */ 1712 */
1704static void 1713static void
1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1706{ 1715{
1707 object *skill_obj = NULL; 1716 object *skill_obj;
1708 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1709 int i; 1718 int i;
1710 1719
1711 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1712 if (op->contr->braced) 1721 if (op->contr->braced)
1715 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1716 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1717 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1718 * the players inventory. 1727 * the players inventory.
1719 */ 1728 */
1729 skill_obj = 0;
1730
1720 if (skill_name) 1731 if (skill_name)
1721 { 1732 {
1722 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 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 1734
1733 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1734 * it to the player if necessary 1736 * it to the player if necessary
1735 */ 1737 */
1736 if (!skill_obj) 1738 if (!skill_obj)
1737 { 1739 {
1738 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1739 return; 1741 return;
1742
1740 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1741 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1742 }
1743 } 1745 }
1744 } 1746 }
1745 1747
1746 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1747 { 1749 {
1780 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1781 } 1783 }
1782} 1784}
1783 1785
1784/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1785 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1786 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1787 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1788 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1789 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1790 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1791 */ 1793 */
1792sint64 1794static sint64
1793check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1794{ 1796{
1795 sint64 del_exp; 1797 sint64 del_exp;
1796 1798
1797 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1798 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1799 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1800 { 1803 {
1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1802 if (del_exp < 0) 1806 if (del_exp < 0)
1803 del_exp = 0; 1807 del_exp = 0;
1808
1804 if (exp > del_exp) 1809 if (exp > del_exp)
1805 exp = del_exp; 1810 exp = del_exp;
1806 } 1811 }
1812
1807 return exp; 1813 return exp;
1808} 1814}
1809 1815
1810sint64 1816sint64
1811check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1812{ 1818{
1813 if (exp < 0) 1819 if (exp < 0)
1814 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1815 else 1821 else
1816 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1817} 1823}
1818
1819 1824
1820/* Subtracts experience from player. 1825/* Subtracts experience from player.
1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1822 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1823 * this subtracts a portion from all 1828 * this subtracts a portion from all
1837 sint64 del_exp; 1842 sint64 del_exp;
1838 1843
1839 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1840 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1841 { 1846 {
1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1843 { 1848 {
1844 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1845 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1846 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1847 } 1852 }
1935 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
1936 */ 1941 */
1937void 1942void
1938apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
1939{ 1944{
1940 object *tmp;
1941 sint64 loss; 1945 sint64 loss;
1942 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1943 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1944 1948
1945 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1946 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
1947 { 1951 {
1948
1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 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)]; 1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1951 1954
1952 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1953 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1955 * tables is a lot harder. 1958 * tables is a lot harder.
1956 */ 1959 */
1957 if (level_loss < 0) 1960 if (level_loss < 0)
1958 level_loss = 0; 1961 level_loss = 0;
1959 1962
1960 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1961 1964
1962 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
1963 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1964 } 1967 }
1965 1968
1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 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)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968 1971
1969 if (level_loss < 0) 1972 if (level_loss < 0)
1970 level_loss = 0; 1973 level_loss = 0;
1974
1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1972 1976
1973 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
1974 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
1975} 1979}
1976 1980

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines