… | |
… | |
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> |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
595 | object::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 | */ |
626 | void |
627 | void |
627 | object::change_luck (int value) |
628 | object::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); |
… | |
… | |
1502 | /* |
1503 | /* |
1503 | * This function is called when a dragon-player gains |
1504 | * This function is called when a dragon-player gains |
1504 | * an overall level. Here, the dragon might gain new abilities |
1505 | * an overall level. Here, the dragon might gain new abilities |
1505 | * or change the ability-focus. |
1506 | * or change the ability-focus. |
1506 | */ |
1507 | */ |
1507 | void |
1508 | static void |
1508 | dragon_level_gain (object *who) |
1509 | dragon_level_gain (object *who) |
1509 | { |
1510 | { |
1510 | object *abil = NULL; /* pointer to dragon ability force */ |
1511 | object *abil = NULL; /* pointer to dragon ability force */ |
1511 | object *skin = NULL; /* pointer to dragon skin force */ |
1512 | object *skin = NULL; /* pointer to dragon skin force */ |
1512 | object *tmp = NULL; /* tmp. object */ |
1513 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1788 | * adjustments based on permanent exp and the like. |
1789 | * adjustments based on permanent exp and the like. |
1789 | * This function should always be used for losing experience - |
1790 | * This function should always be used for losing experience - |
1790 | * the 'exp' value passed should be positive - this is the |
1791 | * the 'exp' value passed should be positive - this is the |
1791 | * amount that should get subtract from the player. |
1792 | * amount that should get subtract from the player. |
1792 | */ |
1793 | */ |
1793 | sint64 |
1794 | static sint64 |
1794 | check_exp_loss (const object *op, sint64 exp) |
1795 | check_exp_loss (const object *op, sint64 exp) |
1795 | { |
1796 | { |
1796 | sint64 del_exp; |
1797 | sint64 del_exp; |
1797 | |
1798 | |
1798 | if (exp > op->stats.exp) |
1799 | if (exp > op->stats.exp) |
… | |
… | |
1947 | |
1948 | |
1948 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1949 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1949 | if (tmp->type == SKILL && tmp->stats.exp) |
1950 | if (tmp->type == SKILL && tmp->stats.exp) |
1950 | { |
1951 | { |
1951 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1952 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1952 | 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)]; |
1953 | |
1954 | |
1954 | /* With the revised exp system, you can get cases where |
1955 | /* With the revised exp system, you can get cases where |
1955 | * losing several levels would still require that you have more |
1956 | * losing several levels would still require that you have more |
1956 | * exp than you currently have - this is true if the levels |
1957 | * exp than you currently have - this is true if the levels |
1957 | * tables is a lot harder. |
1958 | * tables is a lot harder. |