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Comparing deliantra/server/common/living.C (file contents):
Revision 1.98 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.101 by root, Mon Nov 9 18:47:55 2009 UTC

595object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
596{ 596{
597 object *tmp; 597 object *tmp;
598 archetype *at; 598 archetype *at;
599 599
600 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
601 if (!at) 601 if (!at)
602 { 602 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 604 return;
605 } 605 }
625 * via an applied bad_luck object. 625 * via an applied bad_luck object.
626 */ 626 */
627void 627void
628object::change_luck (int value) 628object::change_luck (int value)
629{ 629{
630 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
631 if (!at) 631 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 633 else
634 { 634 {
635 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
1405 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1406 1406
1407 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now. 1408 * so we will check that now.
1409 */ 1409 */
1410 if (type == PLAYER) 1410 if (is_player ())
1411 { 1411 contr->update_spells ();
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415 1412
1416 // update the mapspace, if we are on a map 1413 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map) 1414 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0; 1415 map->at (x, y).flags_ = 0;
1419} 1416}
1503/* 1500/*
1504 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus. 1503 * or change the ability-focus.
1507 */ 1504 */
1508void 1505static void
1509dragon_level_gain (object *who) 1506dragon_level_gain (object *who)
1510{ 1507{
1511 object *abil = NULL; /* pointer to dragon ability force */ 1508 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 } 1650 }
1654 } 1651 }
1655 1652
1656 if (changed) 1653 if (changed)
1657 { 1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663} 1655}
1664 1656
1665/* 1657/*
1666 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1789 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1793 */ 1785 */
1794sint64 1786static sint64
1795check_exp_loss (const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1796{ 1788{
1797 sint64 del_exp; 1789 sint64 del_exp;
1798 1790
1799 if (exp > op->stats.exp) 1791 if (exp > op->stats.exp)
1948 1940
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1942 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1943 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1945 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1954 1946
1955 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1950 * tables is a lot harder.

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