1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 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> |
… | |
… | |
261 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | /* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, |
262 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * make this macro to clean those up. Not usuable outside change_abil |
263 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | * function since some of the values passed to new_draw_info are hardcoded. |
264 | */ |
265 | */ |
265 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | #define DIFF_MSG(flag, msg1, msg2) \ |
266 | new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); |
267 | new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2); |
267 | |
268 | |
268 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | /* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ |
269 | |
270 | |
270 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | /* flag is set to 1 if we are applying the object, -1 if we are removing |
271 | * the object. |
272 | * the object. |
… | |
… | |
414 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); |
415 | } |
416 | } |
416 | |
417 | |
417 | if (tmp->move_type & MOVE_SWIM) |
418 | if (tmp->move_type & MOVE_SWIM) |
418 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); |
419 | |
|
|
420 | /* Changing move status may mean you are affected by things you weren't before */ |
|
|
421 | check_move_on (op, op); |
|
|
422 | } |
420 | } |
423 | |
421 | |
424 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
422 | /* becoming UNDEAD... a special treatment for this flag. Only those not |
425 | * originally undead may change their status |
423 | * originally undead may change their status |
426 | */ |
424 | */ |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
592 | object::drain_specific_stat (int deplete_stats) |
595 | { |
593 | { |
596 | object *tmp; |
594 | object *tmp; |
597 | archetype *at; |
595 | archetype *at; |
598 | |
596 | |
599 | at = archetype::find (ARCH_DEPLETION); |
597 | at = archetype::find (shstr_depletion); |
600 | if (!at) |
598 | if (!at) |
601 | { |
599 | { |
602 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
600 | LOG (llevError, "Couldn't find archetype depletion.\n"); |
603 | return; |
601 | return; |
604 | } |
602 | } |
… | |
… | |
606 | { |
604 | { |
607 | tmp = present_arch_in_ob (at, this); |
605 | tmp = present_arch_in_ob (at, this); |
608 | |
606 | |
609 | if (!tmp) |
607 | if (!tmp) |
610 | { |
608 | { |
611 | tmp = arch_to_object (at); |
609 | tmp = at->instance (); |
612 | tmp = insert_ob_in_ob (tmp, this); |
610 | tmp = insert_ob_in_ob (tmp, this); |
613 | SET_FLAG (tmp, FLAG_APPLIED); |
611 | SET_FLAG (tmp, FLAG_APPLIED); |
614 | } |
612 | } |
615 | } |
613 | } |
616 | |
614 | |
… | |
… | |
624 | * via an applied bad_luck object. |
622 | * via an applied bad_luck object. |
625 | */ |
623 | */ |
626 | void |
624 | void |
627 | object::change_luck (int value) |
625 | object::change_luck (int value) |
628 | { |
626 | { |
629 | archetype *at = archetype::find ("luck"); |
627 | archetype *at = archetype::find (shstr_luck); |
630 | if (!at) |
628 | if (!at) |
631 | LOG (llevError, "Couldn't find archetype luck.\n"); |
629 | LOG (llevError, "Couldn't find archetype luck.\n"); |
632 | else |
630 | else |
633 | { |
631 | { |
634 | object *tmp = present_arch_in_ob (at, this); |
632 | object *tmp = present_arch_in_ob (at, this); |
… | |
… | |
636 | if (!tmp) |
634 | if (!tmp) |
637 | { |
635 | { |
638 | if (!value) |
636 | if (!value) |
639 | return; |
637 | return; |
640 | |
638 | |
641 | tmp = arch_to_object (at); |
639 | tmp = at->instance (); |
642 | tmp = insert_ob_in_ob (tmp, this); |
640 | tmp = insert_ob_in_ob (tmp, this); |
643 | SET_FLAG (tmp, FLAG_APPLIED); |
641 | SET_FLAG (tmp, FLAG_APPLIED); |
644 | } |
642 | } |
645 | |
643 | |
646 | if (value) |
644 | if (value) |
… | |
… | |
763 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
761 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
762 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
765 | float old_speed = speed; |
763 | float old_speed = speed; |
766 | int stat_sum [NUM_STATS]; |
764 | int stat_sum [NUM_STATS]; |
767 | |
765 | |
|
|
766 | MoveType move_type; // we use change_move_type to change it, so use a local copy |
|
|
767 | |
768 | /* First task is to clear all the values back to their original values */ |
768 | /* First task is to clear all the values back to their original values */ |
769 | if (type == PLAYER) |
769 | if (type == PLAYER) |
770 | { |
770 | { |
|
|
771 | contr->delayed_update = false; |
|
|
772 | |
771 | for (int i = 0; i < NUM_STATS; i++) |
773 | for (int i = 0; i < NUM_STATS; i++) |
772 | stat_sum [i] = contr->orig_stats.stat (i); |
774 | stat_sum [i] = contr->orig_stats.stat (i); |
773 | |
775 | |
774 | if (settings.spell_encumbrance == TRUE) |
776 | if (settings.spell_encumbrance == TRUE) |
775 | contr->encumbrance = 0; |
777 | contr->encumbrance = 0; |
… | |
… | |
908 | && !tmp->flag [FLAG_CURSED] |
910 | && !tmp->flag [FLAG_CURSED] |
909 | && !tmp->flag [FLAG_DAMNED]) |
911 | && !tmp->flag [FLAG_DAMNED]) |
910 | continue; |
912 | continue; |
911 | |
913 | |
912 | for (int i = 0; i < NUM_STATS; i++) |
914 | for (int i = 0; i < NUM_STATS; i++) |
913 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
915 | stat_sum [i] += tmp->stats.stat (i); |
914 | |
916 | |
915 | if (digest_types [tmp->type]) |
917 | if (digest_types [tmp->type]) |
916 | { |
918 | { |
917 | contr->digestion += tmp->stats.food; |
919 | contr->digestion += tmp->stats.food; |
918 | contr->gen_hp += tmp->stats.hp; |
920 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
1171 | |
1173 | |
1172 | if (type == PLAYER) |
1174 | if (type == PLAYER) |
1173 | { |
1175 | { |
1174 | // clamp various player stats |
1176 | // clamp various player stats |
1175 | for (int i = 0; i < NUM_STATS; ++i) |
1177 | for (int i = 0; i < NUM_STATS; ++i) |
1176 | stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); |
1178 | stats.stat (i) = stat_sum [i]; |
|
|
1179 | |
|
|
1180 | check_stat_bounds (&stats); |
1177 | |
1181 | |
1178 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1182 | contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); |
1179 | |
1183 | |
1180 | /* Figure out the players sp/mana/hp totals. */ |
1184 | /* Figure out the players sp/mana/hp totals. */ |
1181 | int pl_level; |
1185 | int pl_level; |
1182 | |
1186 | |
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! */ |
1187 | pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */ |
1188 | |
1188 | |
1189 | /* You basically get half a con bonus/level. But we do take into account rounding, |
1189 | /* 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. |
1190 | * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. |
1191 | */ |
1191 | */ |
1192 | stats.maxhp = 0; |
1192 | stats.maxhp = 0; |
… | |
… | |
1355 | speed *= speed_reduce_from_disease; |
1355 | speed *= speed_reduce_from_disease; |
1356 | |
1356 | |
1357 | /* Put a lower limit on speed. Note with this speed, you move once every |
1357 | /* 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. |
1358 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1359 | */ |
1359 | */ |
1360 | if (speed < 0.04f && type == PLAYER) |
1360 | max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED); |
1361 | speed = 0.04f; |
|
|
1362 | |
1361 | |
1363 | if (speed != old_speed) |
1362 | if (speed != old_speed) |
1364 | set_speed (speed); |
1363 | set_speed (speed); |
1365 | |
1364 | |
1366 | if (type == PLAYER) |
1365 | if (type == PLAYER) |
… | |
… | |
1401 | if (move_type == 0) |
1400 | if (move_type == 0) |
1402 | move_type = MOVE_WALK; |
1401 | move_type = MOVE_WALK; |
1403 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1402 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1404 | move_type &= ~MOVE_WALK; |
1403 | move_type &= ~MOVE_WALK; |
1405 | |
1404 | |
|
|
1405 | // now apply the new move_type |
|
|
1406 | if (this->move_type != move_type) |
|
|
1407 | change_move_type (move_type); |
|
|
1408 | |
1406 | /* It is quite possible that a player's spell costing might have changed, |
1409 | /* It is quite possible that a player's spell costing might have changed, |
1407 | * so we will check that now. |
1410 | * so we will check that now. |
1408 | */ |
1411 | */ |
1409 | if (type == PLAYER) |
1412 | if (is_player ()) |
1410 | { |
1413 | contr->update_spells (); |
1411 | esrv_update_stats (contr); |
|
|
1412 | esrv_update_spells (contr); |
|
|
1413 | } |
|
|
1414 | |
1414 | |
1415 | // update the mapspace, if we are on a map |
1415 | // update the mapspace, if we are on a map |
1416 | if (!flag [FLAG_REMOVED] && map) |
1416 | if (!flag [FLAG_REMOVED] && map) |
1417 | map->at (x, y).flags_ = 0; |
1417 | map->at (x, y).flags_ = 0; |
1418 | } |
1418 | } |
… | |
… | |
1502 | /* |
1502 | /* |
1503 | * This function is called when a dragon-player gains |
1503 | * This function is called when a dragon-player gains |
1504 | * an overall level. Here, the dragon might gain new abilities |
1504 | * an overall level. Here, the dragon might gain new abilities |
1505 | * or change the ability-focus. |
1505 | * or change the ability-focus. |
1506 | */ |
1506 | */ |
1507 | void |
1507 | static void |
1508 | dragon_level_gain (object *who) |
1508 | dragon_level_gain (object *who) |
1509 | { |
1509 | { |
1510 | object *abil = NULL; /* pointer to dragon ability force */ |
1510 | object *abil = NULL; /* pointer to dragon ability force */ |
1511 | object *skin = NULL; /* pointer to dragon skin force */ |
1511 | object *skin = NULL; /* pointer to dragon skin force */ |
1512 | object *tmp = NULL; /* tmp. object */ |
1512 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1608 | { |
1608 | { |
1609 | changed = true; |
1609 | changed = true; |
1610 | |
1610 | |
1611 | op->level++; |
1611 | op->level++; |
1612 | |
1612 | |
1613 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1613 | if (op && op == who && op->stats.exp > 1 && who->is_dragon ()) |
1614 | dragon_level_gain (who); |
1614 | dragon_level_gain (who); |
1615 | |
1615 | |
1616 | /* Only roll these if it is the player (who) that gained the level */ |
1616 | /* Only roll these if it is the player (who) that gained the level */ |
1617 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1617 | if (op == who && (who->level < 11) && who->type == PLAYER) |
1618 | { |
1618 | { |
… | |
… | |
1651 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1651 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1652 | } |
1652 | } |
1653 | } |
1653 | } |
1654 | |
1654 | |
1655 | if (changed) |
1655 | if (changed) |
1656 | { |
1656 | 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 | } |
1657 | } |
1663 | |
1658 | |
1664 | /* |
1659 | /* |
1665 | * Returns how much experience is needed for a player to become |
1660 | * Returns how much experience is needed for a player to become |
1666 | * the given level. level should really never exceed max_level |
1661 | * the given level. level should really never exceed max_level |
… | |
… | |
1788 | * adjustments based on permanent exp and the like. |
1783 | * adjustments based on permanent exp and the like. |
1789 | * This function should always be used for losing experience - |
1784 | * This function should always be used for losing experience - |
1790 | * the 'exp' value passed should be positive - this is the |
1785 | * the 'exp' value passed should be positive - this is the |
1791 | * amount that should get subtract from the player. |
1786 | * amount that should get subtract from the player. |
1792 | */ |
1787 | */ |
1793 | sint64 |
1788 | static sint64 |
1794 | check_exp_loss (const object *op, sint64 exp) |
1789 | check_exp_loss (const object *op, sint64 exp) |
1795 | { |
1790 | { |
1796 | sint64 del_exp; |
1791 | sint64 del_exp; |
1797 | |
1792 | |
1798 | if (exp > op->stats.exp) |
1793 | if (exp > op->stats.exp) |
… | |
… | |
1947 | |
1942 | |
1948 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1943 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1949 | if (tmp->type == SKILL && tmp->stats.exp) |
1944 | if (tmp->type == SKILL && tmp->stats.exp) |
1950 | { |
1945 | { |
1951 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1946 | 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)]; |
1947 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1953 | |
1948 | |
1954 | /* With the revised exp system, you can get cases where |
1949 | /* With the revised exp system, you can get cases where |
1955 | * losing several levels would still require that you have more |
1950 | * losing several levels would still require that you have more |
1956 | * exp than you currently have - this is true if the levels |
1951 | * exp than you currently have - this is true if the levels |
1957 | * tables is a lot harder. |
1952 | * tables is a lot harder. |