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Comparing deliantra/server/common/living.C (file contents):
Revision 1.89 by root, Thu Sep 25 04:09:57 2008 UTC vs.
Revision 1.96 by elmex, Mon Jan 12 00:17:22 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
1419 // update the mapspace, if we are on a map 1418 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1419 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1420 map->at (x, y).flags_ = 0;
1422} 1421}
1423 1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1431 {
1432 env->update_stats ();
1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1436 }
1437}
1438
1424/* 1439/*
1425 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1427 * check if the stat becomes negative, thus this function 1442 * check if the stat becomes negative, thus this function
1428 * merely checks that all stats are 1 or more, and returns 1443 * merely checks that all stats are 1 or more, and returns
1698 * flag is what to do if the player doesn't have the skill: 1713 * flag is what to do if the player doesn't have the skill:
1699 */ 1714 */
1700static void 1715static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1716add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702{ 1717{
1703 object *skill_obj = NULL; 1718 object *skill_obj;
1704 sint64 limit, exp_to_add; 1719 sint64 limit, exp_to_add;
1705 int i; 1720 int i;
1706 1721
1707 /* prevents some forms of abuse. */ 1722 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1723 if (op->contr->braced)
1711 /* Try to find the matching skill. 1726 /* Try to find the matching skill.
1712 * We do a shortcut/time saving mechanism first - see if it matches 1727 * We do a shortcut/time saving mechanism first - see if it matches
1713 * chosen_skill. This means we don't need to search through 1728 * chosen_skill. This means we don't need to search through
1714 * the players inventory. 1729 * the players inventory.
1715 */ 1730 */
1731 skill_obj = 0;
1732
1716 if (skill_name) 1733 if (skill_name)
1717 { 1734 {
1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1735 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 1736
1729 /* Player doesn't have the skill. Check to see what to do, and give 1737 /* Player doesn't have the skill. Check to see what to do, and give
1730 * it to the player if necessary 1738 * it to the player if necessary
1731 */ 1739 */
1732 if (!skill_obj) 1740 if (!skill_obj)
1733 { 1741 {
1734 if (flag == SK_EXP_NONE) 1742 if (flag == SK_EXP_NONE)
1735 return; 1743 return;
1744
1736 else if (flag == SK_EXP_ADD_SKILL) 1745 if (flag == SK_EXP_ADD_SKILL)
1737 skill_obj = give_skill_by_name (op, skill_name); 1746 skill_obj = give_skill_by_name (op, skill_name);
1738 }
1739 } 1747 }
1740 } 1748 }
1741 1749
1742 if (flag != SK_EXP_SKILL_ONLY) 1750 if (flag != SK_EXP_SKILL_ONLY)
1743 { 1751 {
1776 player_lvl_adj (op, skill_obj); 1784 player_lvl_adj (op, skill_obj);
1777 } 1785 }
1778} 1786}
1779 1787
1780/* This function checks to make sure that object 'op' can 1788/* This function checks to make sure that object 'op' can
1781 * lost 'exp' experience. It returns the amount of exp 1789 * lose 'exp' experience. It returns the amount of exp
1782 * object 'op' can in fact lose - it basically makes 1790 * object 'op' can in fact lose - it basically makes
1783 * adjustments based on permanent exp and the like. 1791 * adjustments based on permanent exp and the like.
1784 * This function should always be used for losing experience - 1792 * This function should always be used for losing experience -
1785 * the 'exp' value passed should be positive - this is the 1793 * the 'exp' value passed should be positive - this is the
1786 * amount that should get subtract from the player. 1794 * amount that should get subtract from the player.
1790{ 1798{
1791 sint64 del_exp; 1799 sint64 del_exp;
1792 1800
1793 if (exp > op->stats.exp) 1801 if (exp > op->stats.exp)
1794 exp = op->stats.exp; 1802 exp = op->stats.exp;
1803
1795 if (settings.permanent_exp_ratio) 1804 if (settings.permanent_exp_ratio)
1796 { 1805 {
1797 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1806 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1807
1798 if (del_exp < 0) 1808 if (del_exp < 0)
1799 del_exp = 0; 1809 del_exp = 0;
1810
1800 if (exp > del_exp) 1811 if (exp > del_exp)
1801 exp = del_exp; 1812 exp = del_exp;
1802 } 1813 }
1814
1803 return exp; 1815 return exp;
1804} 1816}
1805 1817
1806sint64 1818sint64
1807check_exp_adjust (const object *op, sint64 exp) 1819check_exp_adjust (const object *op, sint64 exp)
1808{ 1820{
1809 if (exp < 0) 1821 if (exp < 0)
1810 return check_exp_loss (op, exp); 1822 return check_exp_loss (op, exp);
1811 else 1823 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1824 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1813} 1825}
1814
1815 1826
1816/* Subtracts experience from player. 1827/* Subtracts experience from player.
1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1828 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818 * only subtract from the matching skill. Otherwise, 1829 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all 1830 * this subtracts a portion from all
1833 sint64 del_exp; 1844 sint64 del_exp;
1834 1845
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1846 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1847 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1848 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1849 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 { 1850 {
1840 del_exp = check_exp_loss (tmp, exp); 1851 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1852 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1853 player_lvl_adj (op, tmp);
1843 } 1854 }
1931 * amount of permenent experience, whichever gives the lowest loss. 1942 * amount of permenent experience, whichever gives the lowest loss.
1932 */ 1943 */
1933void 1944void
1934apply_death_exp_penalty (object *op) 1945apply_death_exp_penalty (object *op)
1935{ 1946{
1936 object *tmp;
1937 sint64 loss; 1947 sint64 loss;
1938 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1948 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1939 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1949 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1940 1950
1941 for (tmp = op->inv; tmp; tmp = tmp->below) 1951 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp) 1952 if (tmp->type == SKILL && tmp->stats.exp)
1943 { 1953 {
1944
1945 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1954 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)]; 1955 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1947 1956
1948 /* With the revised exp system, you can get cases where 1957 /* With the revised exp system, you can get cases where
1949 * losing several levels would still require that you have more 1958 * losing several levels would still require that you have more
1951 * tables is a lot harder. 1960 * tables is a lot harder.
1952 */ 1961 */
1953 if (level_loss < 0) 1962 if (level_loss < 0)
1954 level_loss = 0; 1963 level_loss = 0;
1955 1964
1956 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1965 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1957 1966
1958 tmp->stats.exp -= loss; 1967 tmp->stats.exp -= loss;
1959 player_lvl_adj (op, tmp); 1968 player_lvl_adj (op, tmp);
1960 } 1969 }
1961 1970
1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1971 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)]; 1972 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1964 1973
1965 if (level_loss < 0) 1974 if (level_loss < 0)
1966 level_loss = 0; 1975 level_loss = 0;
1976
1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1977 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1968 1978
1969 op->stats.exp -= loss; 1979 op->stats.exp -= loss;
1970 player_lvl_adj (op, NULL); 1980 player_lvl_adj (op, NULL);
1971} 1981}
1972 1982

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