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/cvs/deliantra/server/common/living.C
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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 1.91 by root, Thu Dec 4 01:07:34 2008 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 -
861 continue; 861 continue;
862 862
863 /* See note in map.c:update_position about making this additive 863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here. 864 * since light sources are never applied, need to put check here.
865 */ 865 */
866 if (tmp->glow_radius > glow_radius)
867 glow_radius = tmp->glow_radius; 866 glow_radius = max (glow_radius, tmp->glow_radius);
868 867
869 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
870 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
871 { 870 {
872 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
885 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
886 grace_obj = tmp; 885 grace_obj = tmp;
887 } 886 }
888 } 887 }
889 888
890 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
891 * objects need to make adjustments. 890 * objects need to make adjustments.
892 * This block should handle all player specific changes 891 * This block should handle all player specific changes
893 * The check for Praying is a bit of a hack - god given bonuses are put 892 * 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. 893 * 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, 894 * It also means we need to put in additional checks for applied below,
918 917
919 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
920 { 919 {
921 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
922 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
923 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
924 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
925 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
926 } 926 }
927 } /* if this is a player */ 927 } /* if this is a player */
928 else 928 else
938 938
939 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
940 speed_reduce_from_disease = 940 speed_reduce_from_disease =
941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
942 942
943 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
944 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
945 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
946 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
947 */ 947 */
948 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1149 1149
1150 break; 1150 break;
1151 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1152 } /* item is equipped */ 1152 } /* item is equipped */
1153 } /* for loop of items */ 1153 } /* for loop of items */
1154 fprintf (stderr, "gr %s %d\n", &name, glow_radius);//D
1154 1155
1155 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* 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. 1157 * have generated intermediate values which we now need to assign.
1157 */ 1158 */
1158 1159
1442 1443
1443/* 1444/*
1444 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1447 * 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 */ 1448 */
1453void 1449void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1450set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1451{
1456 int atnr = -1; /* attacknumber of highest level */ 1452 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1470 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1471 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1472 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1473 atnr = abil->stats.exp;
1478 1474
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1475 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1476 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]); 1477 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]); 1478 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]); 1479 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1480 else
1493 { 1481 {
1494 /* special titles for extra high resistance! */ 1482 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1483 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]); 1484 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]); 1485 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1486 }
1503 1487
1504 strcpy (pl->contr->own_title, ""); 1488 strcpy (pl->contr->own_title, "");
1505} 1489}
1506 1490
1573 object *skill_obj; 1557 object *skill_obj;
1574 1558
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1559 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1560 if (!skill_obj)
1577 { 1561 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1562 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1563 return NULL;
1580 } 1564 }
1581 1565
1582 /* clear the flag - exp goes into this bucket, but player 1566 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1567 * still doesn't know it.
1584 */ 1568 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1569 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1570 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1571 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1572 op->insert (skill_obj);
1589 1573
1590 if (player *pl = op->contr) 1574 if (player *pl = op->contr)
1591 { 1575 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 1576
1597 return skill_obj; 1577 return skill_obj;
1598} 1578}
1599 1579
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1580/* 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: 1699 * flag is what to do if the player doesn't have the skill:
1720 */ 1700 */
1721static void 1701static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1702add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723{ 1703{
1724 object *skill_obj = NULL; 1704 object *skill_obj;
1725 sint64 limit, exp_to_add; 1705 sint64 limit, exp_to_add;
1726 int i; 1706 int i;
1727 1707
1728 /* prevents some forms of abuse. */ 1708 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1709 if (op->contr->braced)
1732 /* Try to find the matching skill. 1712 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1713 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1714 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1715 * the players inventory.
1736 */ 1716 */
1717 skill_obj = 0;
1718
1737 if (skill_name) 1719 if (skill_name)
1738 { 1720 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1721 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 1722
1750 /* Player doesn't have the skill. Check to see what to do, and give 1723 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1724 * it to the player if necessary
1752 */ 1725 */
1753 if (!skill_obj) 1726 if (!skill_obj)
1754 { 1727 {
1755 if (flag == SK_EXP_NONE) 1728 if (flag == SK_EXP_NONE)
1756 return; 1729 return;
1730
1757 else if (flag == SK_EXP_ADD_SKILL) 1731 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1732 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1733 }
1761 } 1734 }
1762 1735
1763 if (flag != SK_EXP_SKILL_ONLY) 1736 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1737 {
1830 if (exp < 0) 1803 if (exp < 0)
1831 return check_exp_loss (op, exp); 1804 return check_exp_loss (op, exp);
1832 else 1805 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1806 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1834} 1807}
1835
1836 1808
1837/* Subtracts experience from player. 1809/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1810 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1811 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1812 * this subtracts a portion from all
1854 sint64 del_exp; 1826 sint64 del_exp;
1855 1827
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1828 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1829 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1830 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1831 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1860 { 1832 {
1861 del_exp = check_exp_loss (tmp, exp); 1833 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1834 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1835 player_lvl_adj (op, tmp);
1864 } 1836 }

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