--- deliantra/server/common/living.C 2008/12/04 01:07:34 1.91
+++ deliantra/server/common/living.C 2010/03/26 00:05:45 1.107
@@ -1,22 +1,23 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Deliantra is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * Deliantra is free software: you can redistribute it and/or modify it under
+ * the terms of the Affero GNU General Public License as published by the
+ * Free Software Foundation, either version 3 of the License, or (at your
+ * option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see .
+ * You should have received a copy of the Affero GNU General Public License
+ * and the GNU General Public License along with this program. If not, see
+ * .
*
* The authors can be reached via e-mail to
*/
@@ -263,7 +264,7 @@
* function since some of the values passed to new_draw_info are hardcoded.
*/
#define DIFF_MSG(flag, msg1, msg2) \
- new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2);
+ new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
@@ -416,9 +417,6 @@
if (tmp->move_type & MOVE_SWIM)
DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
-
- /* Changing move status may mean you are affected by things you weren't before */
- check_move_on (op, op);
}
/* becoming UNDEAD... a special treatment for this flag. Only those not
@@ -596,7 +594,7 @@
object *tmp;
archetype *at;
- at = archetype::find (ARCH_DEPLETION);
+ at = archetype::find (shstr_depletion);
if (!at)
{
LOG (llevError, "Couldn't find archetype depletion.\n");
@@ -608,7 +606,7 @@
if (!tmp)
{
- tmp = arch_to_object (at);
+ tmp = at->instance ();
tmp = insert_ob_in_ob (tmp, this);
SET_FLAG (tmp, FLAG_APPLIED);
}
@@ -626,7 +624,7 @@
void
object::change_luck (int value)
{
- archetype *at = archetype::find ("luck");
+ archetype *at = archetype::find (shstr_luck);
if (!at)
LOG (llevError, "Couldn't find archetype luck.\n");
else
@@ -638,7 +636,7 @@
if (!value)
return;
- tmp = arch_to_object (at);
+ tmp = at->instance ();
tmp = insert_ob_in_ob (tmp, this);
SET_FLAG (tmp, FLAG_APPLIED);
}
@@ -765,9 +763,13 @@
float old_speed = speed;
int stat_sum [NUM_STATS];
+ MoveType move_type; // we use change_move_type to change it, so use a local copy
+
/* First task is to clear all the values back to their original values */
if (type == PLAYER)
{
+ contr->delayed_update = false;
+
for (int i = 0; i < NUM_STATS; i++)
stat_sum [i] = contr->orig_stats.stat (i);
@@ -860,10 +862,7 @@
if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
continue;
- /* See note in map.c:update_position about making this additive
- * since light sources are never applied, need to put check here.
- */
- glow_radius = max (glow_radius, tmp->glow_radius);
+ glow_radius += tmp->glow_radius;
/* For some things, we don't care what is equipped */
if (tmp->type == SKILL)
@@ -913,7 +912,7 @@
continue;
for (int i = 0; i < NUM_STATS; i++)
- stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
+ stat_sum [i] += tmp->stats.stat (i);
if (digest_types [tmp->type])
{
@@ -1139,10 +1138,10 @@
}
if (tmp->stats.wc)
- wc -= (tmp->stats.wc + tmp->magic);
+ wc -= tmp->stats.wc + tmp->magic;
if (tmp->stats.ac)
- ac -= (tmp->stats.ac + tmp->magic);
+ ac -= tmp->stats.ac + tmp->magic;
if (ARMOUR_SPEED (tmp))
max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
@@ -1151,7 +1150,8 @@
} /* switch tmp->type */
} /* item is equipped */
} /* for loop of items */
- fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D
+
+ glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
/* We've gone through all the objects the player has equipped. For many things, we
* have generated intermediate values which we now need to assign.
@@ -1175,18 +1175,16 @@
{
// clamp various player stats
for (int i = 0; i < NUM_STATS; ++i)
- stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
+ stats.stat (i) = stat_sum [i];
+
+ check_stat_bounds (&stats);
contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
/* Figure out the players sp/mana/hp totals. */
int pl_level;
- check_stat_bounds (&(stats));
- pl_level = level;
-
- if (pl_level < 1)
- pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
+ pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
/* You basically get half a con bonus/level. But we do take into account rounding,
* so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
@@ -1331,9 +1329,6 @@
if (settings.search_items && contr->search_str[0])
speed -= 1;
-
- if (attacktype == 0)
- attacktype = arch->attacktype;
} /* End if player */
if (added_speed >= 0)
@@ -1362,8 +1357,7 @@
/* Put a lower limit on speed. Note with this speed, you move once every
* 25 ticks or so. This amounts to once every 3 seconds of realtime.
*/
- if (speed < 0.04f && type == PLAYER)
- speed = 0.04f;
+ max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
if (speed != old_speed)
set_speed (speed);
@@ -1408,20 +1402,37 @@
else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
move_type &= ~MOVE_WALK;
+ // now apply the new move_type
+ if (this->move_type != move_type)
+ change_move_type (move_type);
+
/* It is quite possible that a player's spell costing might have changed,
* so we will check that now.
*/
- if (type == PLAYER)
- {
- esrv_update_stats (contr);
- esrv_update_spells (contr);
- }
+ if (is_player ())
+ contr->update_spells ();
// update the mapspace, if we are on a map
if (!flag [FLAG_REMOVED] && map)
map->at (x, y).flags_ = 0;
}
+void
+object::set_glow_radius (sint8 rad)
+{
+ glow_radius = rad;
+
+ if (is_on_map ())
+ update_all_los (map, x, y);
+ else if (object *env = outer_env ())
+ {
+ env->update_stats ();
+
+ if (env->is_on_map ())
+ update_all_los (env->map, env->x, env->y);
+ }
+}
+
/*
* Returns true if the given player is a legal class.
* The function to add and remove class-bonuses to the stats doesn't
@@ -1493,7 +1504,7 @@
* an overall level. Here, the dragon might gain new abilities
* or change the ability-focus.
*/
-void
+static void
dragon_level_gain (object *who)
{
object *abil = NULL; /* pointer to dragon ability force */
@@ -1599,7 +1610,7 @@
op->level++;
- if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
+ if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
dragon_level_gain (who);
/* Only roll these if it is the player (who) that gained the level */
@@ -1642,12 +1653,7 @@
}
if (changed)
- {
- who->update_stats ();
- esrv_update_stats (who->contr);
- /* check if the spell data has changed */
- esrv_update_spells (who->contr);
- }
+ who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
}
/*
@@ -1772,28 +1778,32 @@
}
/* This function checks to make sure that object 'op' can
- * lost 'exp' experience. It returns the amount of exp
+ * lose 'exp' experience. It returns the amount of exp
* object 'op' can in fact lose - it basically makes
* adjustments based on permanent exp and the like.
* This function should always be used for losing experience -
* the 'exp' value passed should be positive - this is the
* amount that should get subtract from the player.
*/
-sint64
+static sint64
check_exp_loss (const object *op, sint64 exp)
{
sint64 del_exp;
if (exp > op->stats.exp)
exp = op->stats.exp;
+
if (settings.permanent_exp_ratio)
{
del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
+
if (del_exp < 0)
del_exp = 0;
+
if (exp > del_exp)
exp = del_exp;
}
+
return exp;
}
@@ -1803,7 +1813,7 @@
if (exp < 0)
return check_exp_loss (op, exp);
else
- return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
+ return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
}
/* Subtracts experience from player.
@@ -1926,17 +1936,15 @@
void
apply_death_exp_penalty (object *op)
{
- object *tmp;
sint64 loss;
sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
sint64 level_loss; /* defined by the setting 'death_penalty_levels */
- for (tmp = op->inv; tmp; tmp = tmp->below)
+ for (object *tmp = op->inv; tmp; tmp = tmp->below)
if (tmp->type == SKILL && tmp->stats.exp)
{
-
percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
- level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
+ level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
/* With the revised exp system, you can get cases where
* losing several levels would still require that you have more
@@ -1946,18 +1954,19 @@
if (level_loss < 0)
level_loss = 0;
- loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss));
+ loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
tmp->stats.exp -= loss;
player_lvl_adj (op, tmp);
}
percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
- level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
+ level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
if (level_loss < 0)
level_loss = 0;
- loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
+
+ loss = check_exp_loss (op, min (level_loss, percentage_loss));
op->stats.exp -= loss;
player_lvl_adj (op, NULL);