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Comparing deliantra/server/common/living.C (file contents):
Revision 1.98 by root, Mon Oct 12 14:00:57 2009 UTC vs.
Revision 1.109 by root, Sun Mar 28 02:53:45 2010 UTC

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 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
262/* 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,
263 * 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
264 * 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.
265 */ 265 */
266#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 268
269/* 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. */
270 270
271/* 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
272 * the object. 272 * the object.
415 (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."));
416 } 416 }
417 417
418 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
419 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");
420
421 /* Changing move status may mean you are affected by things you weren't before */
422 check_move_on (op, op);
423 } 420 }
424 421
425 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
426 * originally undead may change their status 423 * originally undead may change their status
427 */ 424 */
595object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
596{ 593{
597 object *tmp; 594 object *tmp;
598 archetype *at; 595 archetype *at;
599 596
600 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
601 if (!at) 598 if (!at)
602 { 599 {
603 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
604 return; 601 return;
605 } 602 }
607 { 604 {
608 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
609 606
610 if (!tmp) 607 if (!tmp)
611 { 608 {
612 tmp = arch_to_object (at); 609 tmp = at->instance ();
613 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
614 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
615 } 612 }
616 } 613 }
617 614
625 * via an applied bad_luck object. 622 * via an applied bad_luck object.
626 */ 623 */
627void 624void
628object::change_luck (int value) 625object::change_luck (int value)
629{ 626{
630 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
631 if (!at) 628 if (!at)
632 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
633 else 630 else
634 { 631 {
635 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
637 if (!tmp) 634 if (!tmp)
638 { 635 {
639 if (!value) 636 if (!value)
640 return; 637 return;
641 638
642 tmp = arch_to_object (at); 639 tmp = at->instance ();
643 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
644 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
645 } 642 }
646 643
647 if (value) 644 if (value)
764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
765 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed; 763 float old_speed = speed;
767 int stat_sum [NUM_STATS]; 764 int stat_sum [NUM_STATS];
768 765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
767
769 /* 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 */
770 if (type == PLAYER) 769 if (type == PLAYER)
771 { 770 {
771 contr->delayed_update = false;
772
772 for (int i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
773 stat_sum [i] = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
774 775
775 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 777 contr->encumbrance = 0;
809 path_repelled = arch->path_repelled; 810 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied; 811 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius; 812 glow_radius = arch->glow_radius;
812 move_type = arch->move_type; 813 move_type = arch->move_type;
813 814
814 chosen_skill = 0; 815 object *chosen_skill = 0;
815 816
816 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
817 * archetype clone 818 * archetype clone
818 */ 819 */
819 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
894 * up, etc. 895 * up, etc.
895 */ 896 */
896 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
899 || (tmp->type == SKILL
900 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
901 { 901 {
902 if (type == PLAYER) 902 if (type == PLAYER)
903 { 903 {
904 contr->item_power += tmp->item_power; 904 contr->item_power += tmp->item_power;
905 905
909 && !tmp->flag [FLAG_CURSED] 909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED]) 910 && !tmp->flag [FLAG_DAMNED])
911 continue; 911 continue;
912 912
913 for (int i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 914 stat_sum [i] += tmp->stats.stat (i);
915 915
916 if (digest_types [tmp->type]) 916 if (digest_types [tmp->type])
917 { 917 {
918 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
919 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
997 added_speed += tmp->stats.exp; 997 added_speed += tmp->stats.exp;
998 } 998 }
999 999
1000 switch (tmp->type) 1000 switch (tmp->type)
1001 { 1001 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1011 /* skills modifying the character -b.t. */ 1002 /* skills modifying the character -b.t. */
1012 /* for all skills and skill granting objects */ 1003 /* for all skills and skill granting objects */
1013 case SKILL: 1004 case SKILL:
1014 { 1005 {
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY) 1006 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1076 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1077 ac -= tmp->stats.ac + tmp->magic; 1068 ac -= tmp->stats.ac + tmp->magic;
1078 1069
1079 break; 1070 break;
1080 1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1081 case BOW: 1080 case BOW:
1082 case WEAPON: 1081 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp) 1082 if (type != PLAYER || current_weapon == tmp)
1084 { 1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1085 wc -= tmp->stats.wc + tmp->magic; 1086 wc -= tmp->stats.wc + tmp->magic;
1086 1087
1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1088 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1089 1090
1148 break; 1149 break;
1149 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1150 } /* item is equipped */ 1151 } /* item is equipped */
1151 } /* for loop of items */ 1152 } /* for loop of items */
1152 1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); 1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1158
1155 /* We've gone through all the objects the player has equipped. For many things, we 1159 /* 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. 1160 * have generated intermediate values which we now need to assign.
1157 */ 1161 */
1172 1176
1173 if (type == PLAYER) 1177 if (type == PLAYER)
1174 { 1178 {
1175 // clamp various player stats 1179 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1180 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1178 1184
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1186
1181 /* Figure out the players sp/mana/hp totals. */ 1187 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1188 int pl_level;
1183 1189
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1191
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1194 */
1193 stats.maxhp = 0; 1195 stats.maxhp = 0;
1356 speed *= speed_reduce_from_disease; 1358 speed *= speed_reduce_from_disease;
1357 1359
1358 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1360 */ 1362 */
1361 if (speed < 0.04f && type == PLAYER) 1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1362 speed = 0.04f;
1363 1364
1364 if (speed != old_speed) 1365 if (speed != old_speed)
1365 set_speed (speed); 1366 set_speed (speed);
1366 1367
1367 if (type == PLAYER) 1368 if (type == PLAYER)
1402 if (move_type == 0) 1403 if (move_type == 0)
1403 move_type = MOVE_WALK; 1404 move_type = MOVE_WALK;
1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1405 move_type &= ~MOVE_WALK; 1406 move_type &= ~MOVE_WALK;
1406 1407
1408 // now apply the new move_type
1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1411
1407 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1408 * so we will check that now. 1413 * so we will check that now.
1409 */ 1414 */
1410 if (type == PLAYER) 1415 if (is_player ())
1411 { 1416 contr->update_spells ();
1412 esrv_update_stats (contr);
1413 esrv_update_spells (contr);
1414 }
1415 1417
1416 // update the mapspace, if we are on a map 1418 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map) 1419 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0; 1420 map->at (x, y).flags_ = 0;
1419} 1421}
1503/* 1505/*
1504 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1505 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1506 * or change the ability-focus. 1508 * or change the ability-focus.
1507 */ 1509 */
1508void 1510static void
1509dragon_level_gain (object *who) 1511dragon_level_gain (object *who)
1510{ 1512{
1511 object *abil = NULL; /* pointer to dragon ability force */ 1513 object *abil = NULL; /* pointer to dragon ability force */
1512 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1513 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1609 { 1611 {
1610 changed = true; 1612 changed = true;
1611 1613
1612 op->level++; 1614 op->level++;
1613 1615
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 dragon_level_gain (who); 1617 dragon_level_gain (who);
1616 1618
1617 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1618 if (op == who && (who->level < 11) && who->type == PLAYER) 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 { 1621 {
1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1653 } 1655 }
1654 } 1656 }
1655 1657
1656 if (changed) 1658 if (changed)
1657 { 1659 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1660 /* check if the spell data has changed */
1661 esrv_update_spells (who->contr);
1662 }
1663} 1660}
1664 1661
1665/* 1662/*
1666 * Returns how much experience is needed for a player to become 1663 * Returns how much experience is needed for a player to become
1667 * the given level. level should really never exceed max_level 1664 * the given level. level should really never exceed max_level
1789 * adjustments based on permanent exp and the like. 1786 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience - 1787 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the 1788 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player. 1789 * amount that should get subtract from the player.
1793 */ 1790 */
1794sint64 1791static sint64
1795check_exp_loss (const object *op, sint64 exp) 1792check_exp_loss (const object *op, sint64 exp)
1796{ 1793{
1797 sint64 del_exp; 1794 sint64 del_exp;
1798 1795
1799 if (exp > op->stats.exp) 1796 if (exp > op->stats.exp)
1948 1945
1949 for (object *tmp = op->inv; tmp; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1950 if (tmp->type == SKILL && tmp->stats.exp) 1947 if (tmp->type == SKILL && tmp->stats.exp)
1951 { 1948 {
1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1954 1951
1955 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
1956 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
1957 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
1958 * tables is a lot harder. 1955 * tables is a lot harder.

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