… | |
… | |
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> |
… | |
… | |
594 | object::drain_specific_stat (int deplete_stats) |
595 | object::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 | */ |
626 | void |
627 | void |
627 | object::change_luck (int value) |
628 | object::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...: */ |
… | |
… | |
1408 | move_type &= ~MOVE_WALK; |
1405 | move_type &= ~MOVE_WALK; |
1409 | |
1406 | |
1410 | /* It is quite possible that a player's spell costing might have changed, |
1407 | /* It is quite possible that a player's spell costing might have changed, |
1411 | * so we will check that now. |
1408 | * so we will check that now. |
1412 | */ |
1409 | */ |
1413 | if (type == PLAYER) |
1410 | if (is_player ()) |
1414 | { |
1411 | contr->update_spells (); |
1415 | esrv_update_stats (contr); |
|
|
1416 | esrv_update_spells (contr); |
|
|
1417 | } |
|
|
1418 | |
1412 | |
1419 | // update the mapspace, if we are on a map |
1413 | // update the mapspace, if we are on a map |
1420 | if (!flag [FLAG_REMOVED] && map) |
1414 | if (!flag [FLAG_REMOVED] && map) |
1421 | map->at (x, y).flags_ = 0; |
1415 | map->at (x, y).flags_ = 0; |
|
|
1416 | } |
|
|
1417 | |
|
|
1418 | void |
|
|
1419 | object::set_glow_radius (sint8 rad) |
|
|
1420 | { |
|
|
1421 | glow_radius = rad; |
|
|
1422 | |
|
|
1423 | if (is_on_map ()) |
|
|
1424 | update_all_los (map, x, y); |
|
|
1425 | else if (object *env = outer_env ()) |
|
|
1426 | { |
|
|
1427 | env->update_stats (); |
|
|
1428 | |
|
|
1429 | if (env->is_on_map ()) |
|
|
1430 | update_all_los (env->map, env->x, env->y); |
|
|
1431 | } |
1422 | } |
1432 | } |
1423 | |
1433 | |
1424 | /* |
1434 | /* |
1425 | * Returns true if the given player is a legal class. |
1435 | * Returns true if the given player is a legal class. |
1426 | * The function to add and remove class-bonuses to the stats doesn't |
1436 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1490 | /* |
1500 | /* |
1491 | * This function is called when a dragon-player gains |
1501 | * This function is called when a dragon-player gains |
1492 | * an overall level. Here, the dragon might gain new abilities |
1502 | * an overall level. Here, the dragon might gain new abilities |
1493 | * or change the ability-focus. |
1503 | * or change the ability-focus. |
1494 | */ |
1504 | */ |
1495 | void |
1505 | static void |
1496 | dragon_level_gain (object *who) |
1506 | dragon_level_gain (object *who) |
1497 | { |
1507 | { |
1498 | object *abil = NULL; /* pointer to dragon ability force */ |
1508 | object *abil = NULL; /* pointer to dragon ability force */ |
1499 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *skin = NULL; /* pointer to dragon skin force */ |
1500 | object *tmp = NULL; /* tmp. object */ |
1510 | object *tmp = NULL; /* tmp. object */ |
… | |
… | |
1639 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1649 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1640 | } |
1650 | } |
1641 | } |
1651 | } |
1642 | |
1652 | |
1643 | if (changed) |
1653 | if (changed) |
1644 | { |
1654 | who->update_stats (); // should cause esrv_update_stats and esrv_update_spells |
1645 | who->update_stats (); |
|
|
1646 | esrv_update_stats (who->contr); |
|
|
1647 | /* check if the spell data has changed */ |
|
|
1648 | esrv_update_spells (who->contr); |
|
|
1649 | } |
|
|
1650 | } |
1655 | } |
1651 | |
1656 | |
1652 | /* |
1657 | /* |
1653 | * Returns how much experience is needed for a player to become |
1658 | * Returns how much experience is needed for a player to become |
1654 | * the given level. level should really never exceed max_level |
1659 | * the given level. level should really never exceed max_level |
… | |
… | |
1698 | * flag is what to do if the player doesn't have the skill: |
1703 | * flag is what to do if the player doesn't have the skill: |
1699 | */ |
1704 | */ |
1700 | static void |
1705 | static void |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1706 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1702 | { |
1707 | { |
1703 | object *skill_obj = NULL; |
1708 | object *skill_obj; |
1704 | sint64 limit, exp_to_add; |
1709 | sint64 limit, exp_to_add; |
1705 | int i; |
1710 | int i; |
1706 | |
1711 | |
1707 | /* prevents some forms of abuse. */ |
1712 | /* prevents some forms of abuse. */ |
1708 | if (op->contr->braced) |
1713 | if (op->contr->braced) |
… | |
… | |
1711 | /* Try to find the matching skill. |
1716 | /* Try to find the matching skill. |
1712 | * We do a shortcut/time saving mechanism first - see if it matches |
1717 | * We do a shortcut/time saving mechanism first - see if it matches |
1713 | * chosen_skill. This means we don't need to search through |
1718 | * chosen_skill. This means we don't need to search through |
1714 | * the players inventory. |
1719 | * the players inventory. |
1715 | */ |
1720 | */ |
|
|
1721 | skill_obj = 0; |
|
|
1722 | |
1716 | if (skill_name) |
1723 | if (skill_name) |
1717 | { |
1724 | { |
1718 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1725 | skill_obj = op->contr->find_skill (skill_name); |
1719 | skill_obj = op->chosen_skill; |
|
|
1720 | else |
|
|
1721 | { |
|
|
1722 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1723 | if (tmp->skill == skill_name && tmp->type == SKILL) |
|
|
1724 | { |
|
|
1725 | skill_obj = splay (tmp); |
|
|
1726 | break; |
|
|
1727 | } |
|
|
1728 | |
1726 | |
1729 | /* Player doesn't have the skill. Check to see what to do, and give |
1727 | /* Player doesn't have the skill. Check to see what to do, and give |
1730 | * it to the player if necessary |
1728 | * it to the player if necessary |
1731 | */ |
1729 | */ |
1732 | if (!skill_obj) |
1730 | if (!skill_obj) |
1733 | { |
1731 | { |
1734 | if (flag == SK_EXP_NONE) |
1732 | if (flag == SK_EXP_NONE) |
1735 | return; |
1733 | return; |
|
|
1734 | |
1736 | else if (flag == SK_EXP_ADD_SKILL) |
1735 | if (flag == SK_EXP_ADD_SKILL) |
1737 | skill_obj = give_skill_by_name (op, skill_name); |
1736 | skill_obj = give_skill_by_name (op, skill_name); |
1738 | } |
|
|
1739 | } |
1737 | } |
1740 | } |
1738 | } |
1741 | |
1739 | |
1742 | if (flag != SK_EXP_SKILL_ONLY) |
1740 | if (flag != SK_EXP_SKILL_ONLY) |
1743 | { |
1741 | { |
… | |
… | |
1776 | player_lvl_adj (op, skill_obj); |
1774 | player_lvl_adj (op, skill_obj); |
1777 | } |
1775 | } |
1778 | } |
1776 | } |
1779 | |
1777 | |
1780 | /* This function checks to make sure that object 'op' can |
1778 | /* This function checks to make sure that object 'op' can |
1781 | * lost 'exp' experience. It returns the amount of exp |
1779 | * lose 'exp' experience. It returns the amount of exp |
1782 | * object 'op' can in fact lose - it basically makes |
1780 | * object 'op' can in fact lose - it basically makes |
1783 | * adjustments based on permanent exp and the like. |
1781 | * adjustments based on permanent exp and the like. |
1784 | * This function should always be used for losing experience - |
1782 | * This function should always be used for losing experience - |
1785 | * the 'exp' value passed should be positive - this is the |
1783 | * the 'exp' value passed should be positive - this is the |
1786 | * amount that should get subtract from the player. |
1784 | * amount that should get subtract from the player. |
1787 | */ |
1785 | */ |
1788 | sint64 |
1786 | static sint64 |
1789 | check_exp_loss (const object *op, sint64 exp) |
1787 | check_exp_loss (const object *op, sint64 exp) |
1790 | { |
1788 | { |
1791 | sint64 del_exp; |
1789 | sint64 del_exp; |
1792 | |
1790 | |
1793 | if (exp > op->stats.exp) |
1791 | if (exp > op->stats.exp) |
1794 | exp = op->stats.exp; |
1792 | exp = op->stats.exp; |
|
|
1793 | |
1795 | if (settings.permanent_exp_ratio) |
1794 | if (settings.permanent_exp_ratio) |
1796 | { |
1795 | { |
1797 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1796 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1797 | |
1798 | if (del_exp < 0) |
1798 | if (del_exp < 0) |
1799 | del_exp = 0; |
1799 | del_exp = 0; |
|
|
1800 | |
1800 | if (exp > del_exp) |
1801 | if (exp > del_exp) |
1801 | exp = del_exp; |
1802 | exp = del_exp; |
1802 | } |
1803 | } |
|
|
1804 | |
1803 | return exp; |
1805 | return exp; |
1804 | } |
1806 | } |
1805 | |
1807 | |
1806 | sint64 |
1808 | sint64 |
1807 | check_exp_adjust (const object *op, sint64 exp) |
1809 | check_exp_adjust (const object *op, sint64 exp) |
1808 | { |
1810 | { |
1809 | if (exp < 0) |
1811 | if (exp < 0) |
1810 | return check_exp_loss (op, exp); |
1812 | return check_exp_loss (op, exp); |
1811 | else |
1813 | else |
1812 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1814 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1813 | } |
1815 | } |
1814 | |
|
|
1815 | |
1816 | |
1816 | /* Subtracts experience from player. |
1817 | /* Subtracts experience from player. |
1817 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1818 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1818 | * only subtract from the matching skill. Otherwise, |
1819 | * only subtract from the matching skill. Otherwise, |
1819 | * this subtracts a portion from all |
1820 | * this subtracts a portion from all |
… | |
… | |
1833 | sint64 del_exp; |
1834 | sint64 del_exp; |
1834 | |
1835 | |
1835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1836 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1836 | if (tmp->type == SKILL && tmp->stats.exp) |
1837 | if (tmp->type == SKILL && tmp->stats.exp) |
1837 | { |
1838 | { |
1838 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1839 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1839 | { |
1840 | { |
1840 | del_exp = check_exp_loss (tmp, exp); |
1841 | del_exp = check_exp_loss (tmp, exp); |
1841 | tmp->stats.exp -= del_exp; |
1842 | tmp->stats.exp -= del_exp; |
1842 | player_lvl_adj (op, tmp); |
1843 | player_lvl_adj (op, tmp); |
1843 | } |
1844 | } |
… | |
… | |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
1932 | * amount of permenent experience, whichever gives the lowest loss. |
1932 | */ |
1933 | */ |
1933 | void |
1934 | void |
1934 | apply_death_exp_penalty (object *op) |
1935 | apply_death_exp_penalty (object *op) |
1935 | { |
1936 | { |
1936 | object *tmp; |
|
|
1937 | sint64 loss; |
1937 | sint64 loss; |
1938 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1938 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1939 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1939 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1940 | |
1940 | |
1941 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1941 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1943 | { |
1943 | { |
1944 | |
|
|
1945 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1944 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1946 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1945 | level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)]; |
1947 | |
1946 | |
1948 | /* With the revised exp system, you can get cases where |
1947 | /* With the revised exp system, you can get cases where |
1949 | * losing several levels would still require that you have more |
1948 | * losing several levels would still require that you have more |
1950 | * exp than you currently have - this is true if the levels |
1949 | * exp than you currently have - this is true if the levels |
1951 | * tables is a lot harder. |
1950 | * tables is a lot harder. |
1952 | */ |
1951 | */ |
1953 | if (level_loss < 0) |
1952 | if (level_loss < 0) |
1954 | level_loss = 0; |
1953 | level_loss = 0; |
1955 | |
1954 | |
1956 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1955 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1957 | |
1956 | |
1958 | tmp->stats.exp -= loss; |
1957 | tmp->stats.exp -= loss; |
1959 | player_lvl_adj (op, tmp); |
1958 | player_lvl_adj (op, tmp); |
1960 | } |
1959 | } |
1961 | |
1960 | |
1962 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1961 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1963 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1962 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1964 | |
1963 | |
1965 | if (level_loss < 0) |
1964 | if (level_loss < 0) |
1966 | level_loss = 0; |
1965 | level_loss = 0; |
|
|
1966 | |
1967 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1967 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1968 | |
1968 | |
1969 | op->stats.exp -= loss; |
1969 | op->stats.exp -= loss; |
1970 | player_lvl_adj (op, NULL); |
1970 | player_lvl_adj (op, NULL); |
1971 | } |
1971 | } |
1972 | |
1972 | |