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Comparing deliantra/server/common/living.C (file contents):
Revision 1.87 by root, Tue May 6 17:31:21 2008 UTC vs.
Revision 1.100 by root, Sat Nov 7 18:30:05 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);
858 * then calls this function. 859 * then calls this function.
859 */ 860 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 862 continue;
862 863
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius); 864 glow_radius += tmp->glow_radius;
867 865
868 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
870 { 868 {
871 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
1137 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1139 } 1137 }
1140 1138
1141 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1143 1141
1144 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1146 1144
1147 if (ARMOUR_SPEED (tmp)) 1145 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1147
1150 break; 1148 break;
1151 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1152 } /* item is equipped */ 1150 } /* item is equipped */
1153 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1154
1155 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* 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. 1156 * have generated intermediate values which we now need to assign.
1157 */ 1157 */
1158 1158
1328 1328
1329 speed = 1.f + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330 1330
1331 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1332 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1333 } /* End if player */
1337 1334
1338 if (added_speed >= 0) 1335 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1336 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1419 // update the mapspace, if we are on a map 1416 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1417 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1418 map->at (x, y).flags_ = 0;
1422} 1419}
1423 1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1435}
1436
1424/* 1437/*
1425 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1442 1455
1443/* 1456/*
1444 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1459 * 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 */ 1460 */
1453void 1461void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1463{
1456 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1483 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1478 1486
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1487 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 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]); 1489 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]); 1490 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]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1492 else
1493 { 1493 {
1494 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 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]); 1496 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]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1498 }
1503 1499
1504 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1505} 1501}
1506 1502
1507/* 1503/*
1508 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1509 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1510 * or change the ability-focus. 1506 * or change the ability-focus.
1511 */ 1507 */
1512void 1508static void
1513dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1514{ 1510{
1515 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1516 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1517 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1573 object *skill_obj; 1569 object *skill_obj;
1574 1570
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1572 if (!skill_obj)
1577 { 1573 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1575 return NULL;
1580 } 1576 }
1581 1577
1582 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1579 * still doesn't know it.
1584 */ 1580 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1583 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1589 1585
1590 if (player *pl = op->contr) 1586 if (player *pl = op->contr)
1591 { 1587 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 1588
1597 return skill_obj; 1589 return skill_obj;
1598} 1590}
1599 1591
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* 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: 1711 * flag is what to do if the player doesn't have the skill:
1720 */ 1712 */
1721static void 1713static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723{ 1715{
1724 object *skill_obj = NULL; 1716 object *skill_obj;
1725 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1726 int i; 1718 int i;
1727 1719
1728 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1721 if (op->contr->braced)
1732 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1727 * the players inventory.
1736 */ 1728 */
1729 skill_obj = 0;
1730
1737 if (skill_name) 1731 if (skill_name)
1738 { 1732 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 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 1734
1750 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1736 * it to the player if necessary
1752 */ 1737 */
1753 if (!skill_obj) 1738 if (!skill_obj)
1754 { 1739 {
1755 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1756 return; 1741 return;
1742
1757 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1745 }
1761 } 1746 }
1762 1747
1763 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1749 {
1797 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1798 } 1783 }
1799} 1784}
1800 1785
1801/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1808 */ 1793 */
1809sint64 1794static sint64
1810check_exp_loss (const object *op, sint64 exp) 1795check_exp_loss (const object *op, sint64 exp)
1811{ 1796{
1812 sint64 del_exp; 1797 sint64 del_exp;
1813 1798
1814 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1815 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1816 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1817 { 1803 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1819 if (del_exp < 0) 1806 if (del_exp < 0)
1820 del_exp = 0; 1807 del_exp = 0;
1808
1821 if (exp > del_exp) 1809 if (exp > del_exp)
1822 exp = del_exp; 1810 exp = del_exp;
1823 } 1811 }
1812
1824 return exp; 1813 return exp;
1825} 1814}
1826 1815
1827sint64 1816sint64
1828check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1829{ 1818{
1830 if (exp < 0) 1819 if (exp < 0)
1831 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1832 else 1821 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1834} 1823}
1835
1836 1824
1837/* Subtracts experience from player. 1825/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1828 * this subtracts a portion from all
1854 sint64 del_exp; 1842 sint64 del_exp;
1855 1843
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1846 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1860 { 1848 {
1861 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1864 } 1852 }
1952 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
1953 */ 1941 */
1954void 1942void
1955apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
1956{ 1944{
1957 object *tmp;
1958 sint64 loss; 1945 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961 1948
1962 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
1964 { 1951 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1967 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1953 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1968 1954
1969 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
1971 * exp than you currently have - this is true if the levels 1957 * exp than you currently have - this is true if the levels
1972 * tables is a lot harder. 1958 * tables is a lot harder.
1973 */ 1959 */
1974 if (level_loss < 0) 1960 if (level_loss < 0)
1975 level_loss = 0; 1961 level_loss = 0;
1976 1962
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1978 1964
1979 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1981 } 1967 }
1982 1968
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1985 1971
1986 if (level_loss < 0) 1972 if (level_loss < 0)
1987 level_loss = 0; 1973 level_loss = 0;
1974
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1989 1976
1990 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
1992} 1979}
1993 1980

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