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Comparing deliantra/server/common/living.C (file contents):
Revision 1.97 by elmex, Fri Aug 28 22:19:38 2009 UTC vs.
Revision 1.104 by root, Mon Nov 23 14:09:05 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>
594object::drain_specific_stat (int deplete_stats) 595object::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 */
626void 627void
627object::change_luck (int value) 628object::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);
766 int stat_sum [NUM_STATS]; 767 int stat_sum [NUM_STATS];
767 768
768 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 770 if (type == PLAYER)
770 { 771 {
772 contr->delayed_update = false;
773
771 for (int i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 775 stat_sum [i] = contr->orig_stats.stat (i);
773 776
774 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 778 contr->encumbrance = 0;
908 && !tmp->flag [FLAG_CURSED] 911 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED]) 912 && !tmp->flag [FLAG_DAMNED])
910 continue; 913 continue;
911 914
912 for (int i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 916 stat_sum [i] += tmp->stats.stat (i);
914 917
915 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
916 { 919 {
917 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
918 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
1171 1174
1172 if (type == PLAYER) 1175 if (type == PLAYER)
1173 { 1176 {
1174 // clamp various player stats 1177 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i) 1178 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1177 1182
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179 1184
1180 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1181 int pl_level; 1186 int pl_level;
1182 1187
1183 check_stat_bounds (&(stats));
1184 pl_level = level;
1185
1186 if (pl_level < 1)
1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1188 1189
1189 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1191 */ 1192 */
1192 stats.maxhp = 0; 1193 stats.maxhp = 0;
1355 speed *= speed_reduce_from_disease; 1356 speed *= speed_reduce_from_disease;
1356 1357
1357 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 */ 1360 */
1360 if (speed < 0.04f && type == PLAYER) 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1361 speed = 0.04f;
1362 1362
1363 if (speed != old_speed) 1363 if (speed != old_speed)
1364 set_speed (speed); 1364 set_speed (speed);
1365 1365
1366 if (type == PLAYER) 1366 if (type == PLAYER)
1404 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1405 1405
1406 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1407 * so we will check that now. 1407 * so we will check that now.
1408 */ 1408 */
1409 if (type == PLAYER) 1409 if (is_player ())
1410 { 1410 contr->update_spells ();
1411 esrv_update_stats (contr);
1412 esrv_update_spells (contr);
1413 }
1414 1411
1415 // update the mapspace, if we are on a map 1412 // update the mapspace, if we are on a map
1416 if (!flag [FLAG_REMOVED] && map) 1413 if (!flag [FLAG_REMOVED] && map)
1417 map->at (x, y).flags_ = 0; 1414 map->at (x, y).flags_ = 0;
1418} 1415}
1502/* 1499/*
1503 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1504 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1505 * or change the ability-focus. 1502 * or change the ability-focus.
1506 */ 1503 */
1507void 1504static void
1508dragon_level_gain (object *who) 1505dragon_level_gain (object *who)
1509{ 1506{
1510 object *abil = NULL; /* pointer to dragon ability force */ 1507 object *abil = NULL; /* pointer to dragon ability force */
1511 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1512 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1652 } 1649 }
1653 } 1650 }
1654 1651
1655 if (changed) 1652 if (changed)
1656 { 1653 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1657 who->update_stats ();
1658 esrv_update_stats (who->contr);
1659 /* check if the spell data has changed */
1660 esrv_update_spells (who->contr);
1661 }
1662} 1654}
1663 1655
1664/* 1656/*
1665 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1666 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1788 * adjustments based on permanent exp and the like. 1780 * adjustments based on permanent exp and the like.
1789 * This function should always be used for losing experience - 1781 * This function should always be used for losing experience -
1790 * the 'exp' value passed should be positive - this is the 1782 * the 'exp' value passed should be positive - this is the
1791 * amount that should get subtract from the player. 1783 * amount that should get subtract from the player.
1792 */ 1784 */
1793sint64 1785static sint64
1794check_exp_loss (const object *op, sint64 exp) 1786check_exp_loss (const object *op, sint64 exp)
1795{ 1787{
1796 sint64 del_exp; 1788 sint64 del_exp;
1797 1789
1798 if (exp > op->stats.exp) 1790 if (exp > op->stats.exp)
1947 1939
1948 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1949 if (tmp->type == SKILL && tmp->stats.exp) 1941 if (tmp->type == SKILL && tmp->stats.exp)
1950 { 1942 {
1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1943 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)]; 1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1953 1945
1954 /* With the revised exp system, you can get cases where 1946 /* With the revised exp system, you can get cases where
1955 * losing several levels would still require that you have more 1947 * losing several levels would still require that you have more
1956 * exp than you currently have - this is true if the levels 1948 * exp than you currently have - this is true if the levels
1957 * tables is a lot harder. 1949 * tables is a lot harder.

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