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Comparing deliantra/server/common/living.C (file contents):
Revision 1.118 by root, Sun Apr 11 00:34:05 2010 UTC vs.
Revision 1.128 by root, Mon Oct 29 23:55:52 2012 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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.
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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26 26
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
731 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
732 */ 730 */
733void 731void
734object::update_stats () 732object::update_stats ()
735{ 733{
736 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
737 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
740 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed; 739 float old_speed = speed;
872 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
873 * up, etc. 871 * up, etc.
874 */ 872 */
875 if ((tmp->flag [FLAG_APPLIED] 873 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
879 { 878 {
880 if (type == PLAYER) 879 if (type == PLAYER)
881 { 880 {
882 contr->item_power += tmp->item_power; 881 contr->item_power += tmp->item_power;
917 for (int i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]); 917 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION) 918 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++) 919 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925 924
926 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
928 { 927 {
929 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
940 this->set_flag (FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
941 940
942 //TODO: copy_flags? 941 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS]) 942 if (tmp->flag [FLAG_MAKE_INVIS])
944 { 943 {
945 this->set_flag (FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
946 invisible = 1; 945 invisible = 1;
947 } 946 }
948 947
949 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
950 { 949 {
1024 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1025 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1026 1025
1027 break; 1026 break;
1028 1027
1029 case WAND: 1028 case RANGED:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1034 case BOW: 1029 case BOW:
1035 case WEAPON: 1030 case WEAPON:
1036 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1037 1032
1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1091 1086
1092 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1093 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1094 1089
1095 if (ARMOUR_SPEED (tmp)) 1090 if (ARMOUR_SPEED (tmp))
1096 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1097 1092
1098 break; 1093 break;
1099 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1100 } /* item is equipped */ 1095 } /* item is equipped */
1101 } /* for loop of items */ 1096 } /* for loop of items */
1612 */ 1607 */
1613 1608
1614sint64 1609sint64
1615level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1616{ 1611{
1617 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1618 return (sint64) (expmul * levels[settings.max_level]);
1619
1620 return (sint64) (expmul * levels[level]);
1621} 1613}
1622 1614
1623/* 1615/*
1624 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1625 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1653 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1654 * total, but not any particular skill. 1646 * total, but not any particular skill.
1655 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1656 */ 1648 */
1657static void 1649static void
1658add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1659{ 1651{
1660 object *skill_obj; 1652 object *skill_obj;
1661 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1662 int i;
1663 1654
1664 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1665 if (op->contr->braced) 1656 if (op->contr->braced)
1666 exp /= 5; 1657 exp /= 5;
1667 1658
1693 { 1684 {
1694 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1695 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1696 */ 1687 */
1697 exp_to_add = exp; 1688 exp_to_add = exp;
1698 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1699 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1700 exp_to_add = limit; 1691 exp_to_add = limit;
1701 1692
1702 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1703 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1710 } 1701 }
1711 1702
1712 if (skill_obj) 1703 if (skill_obj)
1713 { 1704 {
1714 exp_to_add = exp; 1705 exp_to_add = exp;
1715 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1716 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1717 exp_to_add = limit; 1708 exp_to_add = limit;
1718 1709
1719 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1720 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1777 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1778 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1779 * a postive number. 1770 * a postive number.
1780 */ 1771 */
1781static void 1772static void
1782subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1783{ 1774{
1784 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1785 object *tmp; 1776 object *tmp;
1786 sint64 del_exp; 1777 sint64 del_exp;
1787 1778
1788 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1789 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1790 { 1781 {
1791 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1792 { 1783 {
1793 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1794 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1795 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1796 } 1787 }
1797 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1798 { 1789 {
1799 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1800 * to match a specific skill. 1791 * to match a specific skill.
1801 */ 1792 */
1802 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1803 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1804 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1805 } 1796 }
1806 } 1797 }
1807 1798
1821 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1822 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1823 * these last two values are only used for players. 1814 * these last two values are only used for players.
1824 */ 1815 */
1825void 1816void
1826change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1827{ 1818{
1828#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
1829 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1830#endif 1821#endif
1831 1822
1909 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
1910 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
1911 } 1902 }
1912 1903
1913 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1914 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1915 1906
1916 if (level_loss < 0) 1907 if (level_loss < 0)
1917 level_loss = 0; 1908 level_loss = 0;
1918 1909
1919 loss = check_exp_loss (op, min (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));

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