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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 1.97 by elmex, Fri Aug 28 22:19:38 2009 UTC

858 * then calls this function. 858 * then calls this function.
859 */ 859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 861 continue;
862 862
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); 863 glow_radius += tmp->glow_radius;
867 864
868 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
870 { 867 {
871 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
1137 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1139 } 1136 }
1140 1137
1141 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1143 1140
1144 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1146 1143
1147 if (ARMOUR_SPEED (tmp)) 1144 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1146
1150 break; 1147 break;
1151 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1152 } /* item is equipped */ 1149 } /* item is equipped */
1153 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1153
1155 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* 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. 1155 * have generated intermediate values which we now need to assign.
1157 */ 1156 */
1158 1157
1328 1327
1329 speed = 1.f + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1330 1329
1331 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1332 speed -= 1; 1331 speed -= 1;
1333
1334 if (attacktype == 0)
1335 attacktype = arch->attacktype;
1336 } /* End if player */ 1332 } /* End if player */
1337 1333
1338 if (added_speed >= 0) 1334 if (added_speed >= 0)
1339 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1340 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1419 // update the mapspace, if we are on a map 1415 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1416 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1417 map->at (x, y).flags_ = 0;
1422} 1418}
1423 1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1434}
1435
1424/* 1436/*
1425 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1438 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function 1439 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns 1440 * merely checks that all stats are 1 or more, and returns
1442 1454
1443/* 1455/*
1444 * set the new dragon name after gaining levels or 1456 * set the new dragon name after gaining levels or
1445 * changing ability focus (later this can be extended to 1457 * changing ability focus (later this can be extended to
1446 * eventually change the player's face and animation) 1458 * 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 */ 1459 */
1453void 1460void
1454set_dragon_name (object *pl, const object *abil, const object *skin) 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1455{ 1462{
1456 int atnr = -1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1474 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1475 or else at random */ 1482 or else at random */
1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1477 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1478 1485
1479 level = (int) (level / 25.);
1480
1481 /* now set the new title */ 1486 /* now set the new title */
1482 if (pl->contr)
1483 {
1484 if (level == 0)
1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 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]); 1488 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]); 1489 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]); 1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1492 else 1491 else
1493 { 1492 {
1494 /* special titles for extra high resistance! */ 1493 /* special titles for extra high resistance! */
1495 if (skin->resist[atnr] > 80)
1496 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1494 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]); 1495 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]); 1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1501 }
1502 } 1497 }
1503 1498
1504 strcpy (pl->contr->own_title, ""); 1499 strcpy (pl->contr->own_title, "");
1505} 1500}
1506 1501
1573 object *skill_obj; 1568 object *skill_obj;
1574 1569
1575 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1576 if (!skill_obj) 1571 if (!skill_obj)
1577 { 1572 {
1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1579 return NULL; 1574 return NULL;
1580 } 1575 }
1581 1576
1582 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1583 * still doesn't know it. 1578 * still doesn't know it.
1584 */ 1579 */
1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1586 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1587 skill_obj->level = 1; 1582 skill_obj->level = 1;
1588 insert_ob_in_ob (skill_obj, op); 1583 op->insert (skill_obj);
1589 1584
1590 if (player *pl = op->contr) 1585 if (player *pl = op->contr)
1591 { 1586 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 1587
1597 return skill_obj; 1588 return skill_obj;
1598} 1589}
1599 1590
1600/* player_lvl_adj() - for the new exp system. we are concerned with 1591/* 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: 1710 * flag is what to do if the player doesn't have the skill:
1720 */ 1711 */
1721static void 1712static void
1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1713add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1723{ 1714{
1724 object *skill_obj = NULL; 1715 object *skill_obj;
1725 sint64 limit, exp_to_add; 1716 sint64 limit, exp_to_add;
1726 int i; 1717 int i;
1727 1718
1728 /* prevents some forms of abuse. */ 1719 /* prevents some forms of abuse. */
1729 if (op->contr->braced) 1720 if (op->contr->braced)
1732 /* Try to find the matching skill. 1723 /* Try to find the matching skill.
1733 * We do a shortcut/time saving mechanism first - see if it matches 1724 * We do a shortcut/time saving mechanism first - see if it matches
1734 * chosen_skill. This means we don't need to search through 1725 * chosen_skill. This means we don't need to search through
1735 * the players inventory. 1726 * the players inventory.
1736 */ 1727 */
1728 skill_obj = 0;
1729
1737 if (skill_name) 1730 if (skill_name)
1738 { 1731 {
1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1732 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 1733
1750 /* Player doesn't have the skill. Check to see what to do, and give 1734 /* Player doesn't have the skill. Check to see what to do, and give
1751 * it to the player if necessary 1735 * it to the player if necessary
1752 */ 1736 */
1753 if (!skill_obj) 1737 if (!skill_obj)
1754 { 1738 {
1755 if (flag == SK_EXP_NONE) 1739 if (flag == SK_EXP_NONE)
1756 return; 1740 return;
1741
1757 else if (flag == SK_EXP_ADD_SKILL) 1742 if (flag == SK_EXP_ADD_SKILL)
1758 give_skill_by_name (op, skill_name); 1743 skill_obj = give_skill_by_name (op, skill_name);
1759 }
1760 } 1744 }
1761 } 1745 }
1762 1746
1763 if (flag != SK_EXP_SKILL_ONLY) 1747 if (flag != SK_EXP_SKILL_ONLY)
1764 { 1748 {
1797 player_lvl_adj (op, skill_obj); 1781 player_lvl_adj (op, skill_obj);
1798 } 1782 }
1799} 1783}
1800 1784
1801/* This function checks to make sure that object 'op' can 1785/* This function checks to make sure that object 'op' can
1802 * lost 'exp' experience. It returns the amount of exp 1786 * lose 'exp' experience. It returns the amount of exp
1803 * object 'op' can in fact lose - it basically makes 1787 * object 'op' can in fact lose - it basically makes
1804 * adjustments based on permanent exp and the like. 1788 * adjustments based on permanent exp and the like.
1805 * This function should always be used for losing experience - 1789 * This function should always be used for losing experience -
1806 * the 'exp' value passed should be positive - this is the 1790 * the 'exp' value passed should be positive - this is the
1807 * amount that should get subtract from the player. 1791 * amount that should get subtract from the player.
1811{ 1795{
1812 sint64 del_exp; 1796 sint64 del_exp;
1813 1797
1814 if (exp > op->stats.exp) 1798 if (exp > op->stats.exp)
1815 exp = op->stats.exp; 1799 exp = op->stats.exp;
1800
1816 if (settings.permanent_exp_ratio) 1801 if (settings.permanent_exp_ratio)
1817 { 1802 {
1818 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1804
1819 if (del_exp < 0) 1805 if (del_exp < 0)
1820 del_exp = 0; 1806 del_exp = 0;
1807
1821 if (exp > del_exp) 1808 if (exp > del_exp)
1822 exp = del_exp; 1809 exp = del_exp;
1823 } 1810 }
1811
1824 return exp; 1812 return exp;
1825} 1813}
1826 1814
1827sint64 1815sint64
1828check_exp_adjust (const object *op, sint64 exp) 1816check_exp_adjust (const object *op, sint64 exp)
1829{ 1817{
1830 if (exp < 0) 1818 if (exp < 0)
1831 return check_exp_loss (op, exp); 1819 return check_exp_loss (op, exp);
1832 else 1820 else
1833 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1821 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1834} 1822}
1835
1836 1823
1837/* Subtracts experience from player. 1824/* Subtracts experience from player.
1838 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1825 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1839 * only subtract from the matching skill. Otherwise, 1826 * only subtract from the matching skill. Otherwise,
1840 * this subtracts a portion from all 1827 * this subtracts a portion from all
1854 sint64 del_exp; 1841 sint64 del_exp;
1855 1842
1856 for (tmp = op->inv; tmp; tmp = tmp->below) 1843 for (tmp = op->inv; tmp; tmp = tmp->below)
1857 if (tmp->type == SKILL && tmp->stats.exp) 1844 if (tmp->type == SKILL && tmp->stats.exp)
1858 { 1845 {
1859 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1846 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1860 { 1847 {
1861 del_exp = check_exp_loss (tmp, exp); 1848 del_exp = check_exp_loss (tmp, exp);
1862 tmp->stats.exp -= del_exp; 1849 tmp->stats.exp -= del_exp;
1863 player_lvl_adj (op, tmp); 1850 player_lvl_adj (op, tmp);
1864 } 1851 }
1952 * amount of permenent experience, whichever gives the lowest loss. 1939 * amount of permenent experience, whichever gives the lowest loss.
1953 */ 1940 */
1954void 1941void
1955apply_death_exp_penalty (object *op) 1942apply_death_exp_penalty (object *op)
1956{ 1943{
1957 object *tmp;
1958 sint64 loss; 1944 sint64 loss;
1959 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1960 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1961 1947
1962 for (tmp = op->inv; tmp; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1963 if (tmp->type == SKILL && tmp->stats.exp) 1949 if (tmp->type == SKILL && tmp->stats.exp)
1964 { 1950 {
1965
1966 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1951 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)]; 1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1968 1953
1969 /* With the revised exp system, you can get cases where 1954 /* With the revised exp system, you can get cases where
1970 * losing several levels would still require that you have more 1955 * losing several levels would still require that you have more
1972 * tables is a lot harder. 1957 * tables is a lot harder.
1973 */ 1958 */
1974 if (level_loss < 0) 1959 if (level_loss < 0)
1975 level_loss = 0; 1960 level_loss = 0;
1976 1961
1977 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1978 1963
1979 tmp->stats.exp -= loss; 1964 tmp->stats.exp -= loss;
1980 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
1981 } 1966 }
1982 1967
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 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)]; 1969 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1985 1970
1986 if (level_loss < 0) 1971 if (level_loss < 0)
1987 level_loss = 0; 1972 level_loss = 0;
1973
1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1989 1975
1990 op->stats.exp -= loss; 1976 op->stats.exp -= loss;
1991 player_lvl_adj (op, NULL); 1977 player_lvl_adj (op, NULL);
1992} 1978}
1993 1979

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