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Comparing deliantra/server/common/living.C (file contents):
Revision 1.84 by root, Fri May 2 20:24:48 2008 UTC vs.
Revision 1.96 by elmex, Mon Jan 12 00:17:22 2009 UTC

400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
402 */ 402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 406 }
407 407
408 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 409 {
410 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
858 * then calls this function. 858 * then calls this function.
859 */ 859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 861 continue;
862 862
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 if (tmp->glow_radius > glow_radius)
867 glow_radius = tmp->glow_radius; 863 glow_radius += tmp->glow_radius;
868 864
869 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
870 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
871 { 867 {
872 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
885 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
886 grace_obj = tmp; 882 grace_obj = tmp;
887 } 883 }
888 } 884 }
889 885
890 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
891 * objects need to make adjustments. 887 * objects need to make adjustments.
892 * This block should handle all player specific changes 888 * This block should handle all player specific changes
893 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
894 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
895 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
918 914
919 if (digest_types [tmp->type]) 915 if (digest_types [tmp->type])
920 { 916 {
921 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
922 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
923 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
924 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
925 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
926 } 923 }
927 } /* if this is a player */ 924 } /* if this is a player */
928 else 925 else
938 935
939 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease = 937 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 939
943 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 944 */
948 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1137 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1139 } 1136 }
1140 1137
1141 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1143 1140
1144 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1146 1143
1147 if (ARMOUR_SPEED (tmp)) 1144 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1146
1150 break; 1147 break;
1151 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1152 } /* item is equipped */ 1149 } /* item is equipped */
1153 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1153
1155 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1156 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1157 */ 1156 */
1158 1157
1419 // update the mapspace, if we are on a map 1418 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1419 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1420 map->at (x, y).flags_ = 0;
1422} 1421}
1423 1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1431 {
1432 env->update_stats ();
1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1436 }
1437}
1438
1424/* 1439/*
1425 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function 1442 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns 1443 * merely checks that all stats are 1 or more, and returns
1442 1457
1443/* 1458/*
1444 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1447 *
1448 * Note that the title is written to 'own_title' in the
1449 * player struct. This should be changed to 'ext_title'
1450 * as soon as clients support this!
1451 * Please, anyone, write support for 'ext_title'.
1452 */ 1462 */
1453void 1463void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1465{
1456 int atnr = -1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1485 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1478 1488
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1489 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1486 else if (level == 1)
1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1488 else if (level == 2)
1489 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1490 else if (level == 3)
1491 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1494 else
1493 { 1495 {
1494 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1497 else if (skin->resist[atnr] > 50)
1498 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1499 else
1500 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1500 }
1503 1501
1504 strcpy (pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1505} 1503}
1506 1504
1573 object *skill_obj; 1571 object *skill_obj;
1574 1572
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1574 if (!skill_obj)
1577 { 1575 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1577 return NULL;
1580 } 1578 }
1581 1579
1582 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1581 * still doesn't know it.
1584 */ 1582 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1585 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1586 op->insert (skill_obj);
1589 1587
1590 if (player *pl = op->contr) 1588 if (player *pl = op->contr)
1591 { 1589 pl->link_skills ();
1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1595 }
1596 1590
1597 return skill_obj; 1591 return skill_obj;
1598} 1592}
1599 1593
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1719 * flag is what to do if the player doesn't have the skill: 1713 * flag is what to do if the player doesn't have the skill:
1720 */ 1714 */
1721static void 1715static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1716add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723{ 1717{
1724 object *skill_obj = NULL; 1718 object *skill_obj;
1725 sint64 limit, exp_to_add; 1719 sint64 limit, exp_to_add;
1726 int i; 1720 int i;
1727 1721
1728 /* prevents some forms of abuse. */ 1722 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1723 if (op->contr->braced)
1732 /* Try to find the matching skill. 1726 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1727 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1728 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1729 * the players inventory.
1736 */ 1730 */
1731 skill_obj = 0;
1732
1737 if (skill_name) 1733 if (skill_name)
1738 { 1734 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1735 skill_obj = op->contr->find_skill (skill_name);
1740 skill_obj = op->chosen_skill;
1741 else
1742 {
1743 for (i = 0; i < NUM_SKILLS; i++)
1744 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1745 {
1746 skill_obj = op->contr->last_skill_ob[i];
1747 break;
1748 }
1749 1736
1750 /* Player doesn't have the skill. Check to see what to do, and give 1737 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1738 * it to the player if necessary
1752 */ 1739 */
1753 if (!skill_obj) 1740 if (!skill_obj)
1754 { 1741 {
1755 if (flag == SK_EXP_NONE) 1742 if (flag == SK_EXP_NONE)
1756 return; 1743 return;
1744
1757 else if (flag == SK_EXP_ADD_SKILL) 1745 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1746 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1747 }
1761 } 1748 }
1762 1749
1763 if (flag != SK_EXP_SKILL_ONLY) 1750 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1751 {
1797 player_lvl_adj (op, skill_obj); 1784 player_lvl_adj (op, skill_obj);
1798 } 1785 }
1799} 1786}
1800 1787
1801/* This function checks to make sure that object 'op' can 1788/* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp 1789 * lose 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes 1790 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like. 1791 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience - 1792 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the 1793 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player. 1794 * amount that should get subtract from the player.
1811{ 1798{
1812 sint64 del_exp; 1799 sint64 del_exp;
1813 1800
1814 if (exp > op->stats.exp) 1801 if (exp > op->stats.exp)
1815 exp = op->stats.exp; 1802 exp = op->stats.exp;
1803
1816 if (settings.permanent_exp_ratio) 1804 if (settings.permanent_exp_ratio)
1817 { 1805 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1806 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1807
1819 if (del_exp < 0) 1808 if (del_exp < 0)
1820 del_exp = 0; 1809 del_exp = 0;
1810
1821 if (exp > del_exp) 1811 if (exp > del_exp)
1822 exp = del_exp; 1812 exp = del_exp;
1823 } 1813 }
1814
1824 return exp; 1815 return exp;
1825} 1816}
1826 1817
1827sint64 1818sint64
1828check_exp_adjust (const object *op, sint64 exp) 1819check_exp_adjust (const object *op, sint64 exp)
1829{ 1820{
1830 if (exp < 0) 1821 if (exp < 0)
1831 return check_exp_loss (op, exp); 1822 return check_exp_loss (op, exp);
1832 else 1823 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1824 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1834} 1825}
1835
1836 1826
1837/* Subtracts experience from player. 1827/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1828 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1829 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1830 * this subtracts a portion from all
1854 sint64 del_exp; 1844 sint64 del_exp;
1855 1845
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1846 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1847 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1848 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1849 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1860 { 1850 {
1861 del_exp = check_exp_loss (tmp, exp); 1851 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1852 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1853 player_lvl_adj (op, tmp);
1864 } 1854 }
1952 * amount of permenent experience, whichever gives the lowest loss. 1942 * amount of permenent experience, whichever gives the lowest loss.
1953 */ 1943 */
1954void 1944void
1955apply_death_exp_penalty (object *op) 1945apply_death_exp_penalty (object *op)
1956{ 1946{
1957 object *tmp;
1958 sint64 loss; 1947 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1948 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1949 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961 1950
1962 for (tmp = op->inv; tmp; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp) 1952 if (tmp->type == SKILL && tmp->stats.exp)
1964 { 1953 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1954 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1955 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1968 1956
1969 /* With the revised exp system, you can get cases where 1957 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more 1958 * losing several levels would still require that you have more
1972 * tables is a lot harder. 1960 * tables is a lot harder.
1973 */ 1961 */
1974 if (level_loss < 0) 1962 if (level_loss < 0)
1975 level_loss = 0; 1963 level_loss = 0;
1976 1964
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1965 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1978 1966
1979 tmp->stats.exp -= loss; 1967 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp); 1968 player_lvl_adj (op, tmp);
1981 } 1969 }
1982 1970
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1972 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1985 1973
1986 if (level_loss < 0) 1974 if (level_loss < 0)
1987 level_loss = 0; 1975 level_loss = 0;
1976
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1977 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1989 1978
1990 op->stats.exp -= loss; 1979 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL); 1980 player_lvl_adj (op, NULL);
1992} 1981}
1993 1982

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