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Comparing deliantra/server/common/living.C (file contents):
Revision 1.91 by root, Thu Dec 4 01:07:34 2008 UTC vs.
Revision 1.101 by root, Mon Nov 9 18:47:55 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>
594object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
595{ 596{
596 object *tmp; 597 object *tmp;
597 archetype *at; 598 archetype *at;
598 599
599 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
600 if (!at) 601 if (!at)
601 { 602 {
602 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
603 return; 604 return;
604 } 605 }
624 * via an applied bad_luck object. 625 * via an applied bad_luck object.
625 */ 626 */
626void 627void
627object::change_luck (int value) 628object::change_luck (int value)
628{ 629{
629 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
630 if (!at) 631 if (!at)
631 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
632 else 633 else
633 { 634 {
634 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
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 */
1154 fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D 1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1155 1154
1156 /* 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
1157 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1158 */ 1157 */
1159 1158
1329 1328
1330 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1331 1330
1332 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1333 speed -= 1; 1332 speed -= 1;
1334
1335 if (attacktype == 0)
1336 attacktype = arch->attacktype;
1337 } /* End if player */ 1333 } /* End if player */
1338 1334
1339 if (added_speed >= 0) 1335 if (added_speed >= 0)
1340 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1341 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1409 move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1410 1406
1411 /* 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,
1412 * so we will check that now. 1408 * so we will check that now.
1413 */ 1409 */
1414 if (type == PLAYER) 1410 if (is_player ())
1415 { 1411 contr->update_spells ();
1416 esrv_update_stats (contr);
1417 esrv_update_spells (contr);
1418 }
1419 1412
1420 // update the mapspace, if we are on a map 1413 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map) 1414 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0; 1415 map->at (x, y).flags_ = 0;
1416}
1417
1418void
1419object::set_glow_radius (sint8 rad)
1420{
1421 glow_radius = rad;
1422
1423 if (is_on_map ())
1424 update_all_los (map, x, y);
1425 else if (object *env = outer_env ())
1426 {
1427 env->update_stats ();
1428
1429 if (env->is_on_map ())
1430 update_all_los (env->map, env->x, env->y);
1431 }
1423} 1432}
1424 1433
1425/* 1434/*
1426 * Returns true if the given player is a legal class. 1435 * Returns true if the given player is a legal class.
1427 * The function to add and remove class-bonuses to the stats doesn't 1436 * The function to add and remove class-bonuses to the stats doesn't
1491/* 1500/*
1492 * This function is called when a dragon-player gains 1501 * This function is called when a dragon-player gains
1493 * an overall level. Here, the dragon might gain new abilities 1502 * an overall level. Here, the dragon might gain new abilities
1494 * or change the ability-focus. 1503 * or change the ability-focus.
1495 */ 1504 */
1496void 1505static void
1497dragon_level_gain (object *who) 1506dragon_level_gain (object *who)
1498{ 1507{
1499 object *abil = NULL; /* pointer to dragon ability force */ 1508 object *abil = NULL; /* pointer to dragon ability force */
1500 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1501 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1641 } 1650 }
1642 } 1651 }
1643 1652
1644 if (changed) 1653 if (changed)
1645 { 1654 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1646 who->update_stats ();
1647 esrv_update_stats (who->contr);
1648 /* check if the spell data has changed */
1649 esrv_update_spells (who->contr);
1650 }
1651} 1655}
1652 1656
1653/* 1657/*
1654 * Returns how much experience is needed for a player to become 1658 * Returns how much experience is needed for a player to become
1655 * the given level. level should really never exceed max_level 1659 * the given level. level should really never exceed max_level
1770 player_lvl_adj (op, skill_obj); 1774 player_lvl_adj (op, skill_obj);
1771 } 1775 }
1772} 1776}
1773 1777
1774/* This function checks to make sure that object 'op' can 1778/* This function checks to make sure that object 'op' can
1775 * lost 'exp' experience. It returns the amount of exp 1779 * lose 'exp' experience. It returns the amount of exp
1776 * object 'op' can in fact lose - it basically makes 1780 * object 'op' can in fact lose - it basically makes
1777 * adjustments based on permanent exp and the like. 1781 * adjustments based on permanent exp and the like.
1778 * This function should always be used for losing experience - 1782 * This function should always be used for losing experience -
1779 * the 'exp' value passed should be positive - this is the 1783 * the 'exp' value passed should be positive - this is the
1780 * amount that should get subtract from the player. 1784 * amount that should get subtract from the player.
1781 */ 1785 */
1782sint64 1786static sint64
1783check_exp_loss (const object *op, sint64 exp) 1787check_exp_loss (const object *op, sint64 exp)
1784{ 1788{
1785 sint64 del_exp; 1789 sint64 del_exp;
1786 1790
1787 if (exp > op->stats.exp) 1791 if (exp > op->stats.exp)
1788 exp = op->stats.exp; 1792 exp = op->stats.exp;
1793
1789 if (settings.permanent_exp_ratio) 1794 if (settings.permanent_exp_ratio)
1790 { 1795 {
1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1796 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1797
1792 if (del_exp < 0) 1798 if (del_exp < 0)
1793 del_exp = 0; 1799 del_exp = 0;
1800
1794 if (exp > del_exp) 1801 if (exp > del_exp)
1795 exp = del_exp; 1802 exp = del_exp;
1796 } 1803 }
1804
1797 return exp; 1805 return exp;
1798} 1806}
1799 1807
1800sint64 1808sint64
1801check_exp_adjust (const object *op, sint64 exp) 1809check_exp_adjust (const object *op, sint64 exp)
1802{ 1810{
1803 if (exp < 0) 1811 if (exp < 0)
1804 return check_exp_loss (op, exp); 1812 return check_exp_loss (op, exp);
1805 else 1813 else
1806 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1814 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1807} 1815}
1808 1816
1809/* Subtracts experience from player. 1817/* Subtracts experience from player.
1810 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1818 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1811 * only subtract from the matching skill. Otherwise, 1819 * only subtract from the matching skill. Otherwise,
1924 * amount of permenent experience, whichever gives the lowest loss. 1932 * amount of permenent experience, whichever gives the lowest loss.
1925 */ 1933 */
1926void 1934void
1927apply_death_exp_penalty (object *op) 1935apply_death_exp_penalty (object *op)
1928{ 1936{
1929 object *tmp;
1930 sint64 loss; 1937 sint64 loss;
1931 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1932 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1933 1940
1934 for (tmp = op->inv; tmp; tmp = tmp->below) 1941 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->type == SKILL && tmp->stats.exp) 1942 if (tmp->type == SKILL && tmp->stats.exp)
1936 { 1943 {
1937
1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1944 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1939 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)];
1940 1946
1941 /* With the revised exp system, you can get cases where 1947 /* With the revised exp system, you can get cases where
1942 * losing several levels would still require that you have more 1948 * losing several levels would still require that you have more
1943 * exp than you currently have - this is true if the levels 1949 * exp than you currently have - this is true if the levels
1944 * tables is a lot harder. 1950 * tables is a lot harder.
1945 */ 1951 */
1946 if (level_loss < 0) 1952 if (level_loss < 0)
1947 level_loss = 0; 1953 level_loss = 0;
1948 1954
1949 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1955 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1950 1956
1951 tmp->stats.exp -= loss; 1957 tmp->stats.exp -= loss;
1952 player_lvl_adj (op, tmp); 1958 player_lvl_adj (op, tmp);
1953 } 1959 }
1954 1960
1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1961 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1956 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1962 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957 1963
1958 if (level_loss < 0) 1964 if (level_loss < 0)
1959 level_loss = 0; 1965 level_loss = 0;
1966
1960 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1961 1968
1962 op->stats.exp -= loss; 1969 op->stats.exp -= loss;
1963 player_lvl_adj (op, NULL); 1970 player_lvl_adj (op, NULL);
1964} 1971}
1965 1972

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