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Comparing deliantra/server/common/living.C (file contents):
Revision 1.85 by root, Sun May 4 19:14:23 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>
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
402 */ 403 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 405 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 407 }
407 408
408 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 410 {
410 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
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. */
917 915
918 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
919 { 917 {
920 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
922 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
923 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
924 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
925 } 924 }
926 } /* if this is a player */ 925 } /* if this is a player */
927 else 926 else
1136 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1137 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1138 } 1137 }
1139 1138
1140 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1141 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1142 1141
1143 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1144 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1145 1144
1146 if (ARMOUR_SPEED (tmp)) 1145 if (ARMOUR_SPEED (tmp))
1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148 1147
1149 break; 1148 break;
1150 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1151 } /* item is equipped */ 1150 } /* item is equipped */
1152 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1153 1154
1154 /* 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
1155 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1156 */ 1157 */
1157 1158
1327 1328
1328 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1329 1330
1330 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1331 speed -= 1; 1332 speed -= 1;
1332
1333 if (attacktype == 0)
1334 attacktype = arch->attacktype;
1335 } /* End if player */ 1333 } /* End if player */
1336 1334
1337 if (added_speed >= 0) 1335 if (added_speed >= 0)
1338 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1339 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1418 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1421} 1419}
1422 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
1423/* 1437/*
1424 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1425 * 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
1426 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1427 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1441 1455
1442/* 1456/*
1443 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1444 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1445 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1446 *
1447 * Note that the title is written to 'own_title' in the
1448 * player struct. This should be changed to 'ext_title'
1449 * as soon as clients support this!
1450 * Please, anyone, write support for 'ext_title'.
1451 */ 1460 */
1452void 1461void
1453set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1454{ 1463{
1455 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1473 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1474 or else at random */ 1483 or else at random */
1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1476 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1477 1486
1478 level = (int) (level / 25.);
1479
1480 /* now set the new title */ 1487 /* now set the new title */
1481 if (pl->contr)
1482 {
1483 if (level == 0)
1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1485 else if (level == 1)
1486 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1487 else if (level == 2)
1488 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1489 else if (level == 3)
1490 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1491 else 1492 else
1492 { 1493 {
1493 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1494 if (skin->resist[atnr] > 80)
1495 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1496 else if (skin->resist[atnr] > 50)
1497 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1498 else
1499 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1500 }
1501 } 1498 }
1502 1499
1503 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1504} 1501}
1505 1502
1506/* 1503/*
1507 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1508 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1509 * or change the ability-focus. 1506 * or change the ability-focus.
1510 */ 1507 */
1511void 1508static void
1512dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1513{ 1510{
1514 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1515 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1516 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1572 object *skill_obj; 1569 object *skill_obj;
1573 1570
1574 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1575 if (!skill_obj) 1572 if (!skill_obj)
1576 { 1573 {
1577 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);
1578 return NULL; 1575 return NULL;
1579 } 1576 }
1580 1577
1581 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1582 * still doesn't know it. 1579 * still doesn't know it.
1583 */ 1580 */
1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1585 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1586 skill_obj->level = 1; 1583 skill_obj->level = 1;
1587 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1588 1585
1589 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1590 { 1587 pl->link_skills ();
1591 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1592 if (pl->ns)
1593 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1594 }
1595 1588
1596 return skill_obj; 1589 return skill_obj;
1597} 1590}
1598 1591
1599/* 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
1718 * 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:
1719 */ 1712 */
1720static void 1713static void
1721add_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)
1722{ 1715{
1723 object *skill_obj = NULL; 1716 object *skill_obj;
1724 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1725 int i; 1718 int i;
1726 1719
1727 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1728 if (op->contr->braced) 1721 if (op->contr->braced)
1731 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1732 * 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
1733 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1734 * the players inventory. 1727 * the players inventory.
1735 */ 1728 */
1729 skill_obj = 0;
1730
1736 if (skill_name) 1731 if (skill_name)
1737 { 1732 {
1738 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);
1739 skill_obj = op->chosen_skill;
1740 else
1741 {
1742 for (i = 0; i < NUM_SKILLS; i++)
1743 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1744 {
1745 skill_obj = op->contr->last_skill_ob[i];
1746 break;
1747 }
1748 1734
1749 /* 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
1750 * it to the player if necessary 1736 * it to the player if necessary
1751 */ 1737 */
1752 if (!skill_obj) 1738 if (!skill_obj)
1753 { 1739 {
1754 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1755 return; 1741 return;
1742
1756 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1757 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1758 }
1759 } 1745 }
1760 } 1746 }
1761 1747
1762 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1763 { 1749 {
1796 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1797 } 1783 }
1798} 1784}
1799 1785
1800/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1801 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1802 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1803 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1804 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1805 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1806 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1807 */ 1793 */
1808sint64 1794static sint64
1809check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1810{ 1796{
1811 sint64 del_exp; 1797 sint64 del_exp;
1812 1798
1813 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1814 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1815 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1816 { 1803 {
1817 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
1818 if (del_exp < 0) 1806 if (del_exp < 0)
1819 del_exp = 0; 1807 del_exp = 0;
1808
1820 if (exp > del_exp) 1809 if (exp > del_exp)
1821 exp = del_exp; 1810 exp = del_exp;
1822 } 1811 }
1812
1823 return exp; 1813 return exp;
1824} 1814}
1825 1815
1826sint64 1816sint64
1827check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1828{ 1818{
1829 if (exp < 0) 1819 if (exp < 0)
1830 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1831 else 1821 else
1832 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1833} 1823}
1834
1835 1824
1836/* Subtracts experience from player. 1825/* Subtracts experience from player.
1837 * 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
1838 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1839 * this subtracts a portion from all 1828 * this subtracts a portion from all
1853 sint64 del_exp; 1842 sint64 del_exp;
1854 1843
1855 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1856 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1857 { 1846 {
1858 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1859 { 1848 {
1860 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1861 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1862 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1863 } 1852 }
1951 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
1952 */ 1941 */
1953void 1942void
1954apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
1955{ 1944{
1956 object *tmp;
1957 sint64 loss; 1945 sint64 loss;
1958 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1959 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1960 1948
1961 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1962 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
1963 { 1951 {
1964
1965 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1966 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)];
1967 1954
1968 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1969 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1971 * tables is a lot harder. 1958 * tables is a lot harder.
1972 */ 1959 */
1973 if (level_loss < 0) 1960 if (level_loss < 0)
1974 level_loss = 0; 1961 level_loss = 0;
1975 1962
1976 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1977 1964
1978 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
1979 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1980 } 1967 }
1981 1968
1982 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1983 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)];
1984 1971
1985 if (level_loss < 0) 1972 if (level_loss < 0)
1986 level_loss = 0; 1973 level_loss = 0;
1974
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1988 1976
1989 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
1990 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
1991} 1979}
1992 1980

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