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Comparing deliantra/server/common/living.C (file contents):
Revision 1.90 by root, Thu Sep 25 22:58:13 2008 UTC vs.
Revision 1.105 by root, Sun Nov 29 17:41:07 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 }
606 { 607 {
607 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
608 609
609 if (!tmp) 610 if (!tmp)
610 { 611 {
611 tmp = arch_to_object (at); 612 tmp = at->instance ();
612 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
613 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
614 } 615 }
615 } 616 }
616 617
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);
636 if (!tmp) 637 if (!tmp)
637 { 638 {
638 if (!value) 639 if (!value)
639 return; 640 return;
640 641
641 tmp = arch_to_object (at); 642 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
643 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
644 } 645 }
645 646
646 if (value) 647 if (value)
766 int stat_sum [NUM_STATS]; 767 int stat_sum [NUM_STATS];
767 768
768 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
769 if (type == PLAYER) 770 if (type == PLAYER)
770 { 771 {
772 contr->delayed_update = false;
773
771 for (int i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
772 stat_sum [i] = contr->orig_stats.stat (i); 775 stat_sum [i] = contr->orig_stats.stat (i);
773 776
774 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
775 contr->encumbrance = 0; 778 contr->encumbrance = 0;
858 * then calls this function. 861 * then calls this function.
859 */ 862 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue; 864 continue;
862 865
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); 866 glow_radius += tmp->glow_radius;
867 867
868 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
869 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
870 { 870 {
871 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
911 && !tmp->flag [FLAG_CURSED] 911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED]) 912 && !tmp->flag [FLAG_DAMNED])
913 continue; 913 continue;
914 914
915 for (int i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); 916 stat_sum [i] += tmp->stats.stat (i);
917 917
918 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
919 { 919 {
920 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
921 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
1137 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1138 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1139 } 1139 }
1140 1140
1141 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1142 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= tmp->stats.wc + tmp->magic;
1143 1143
1144 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1145 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= tmp->stats.ac + tmp->magic;
1146 1146
1147 if (ARMOUR_SPEED (tmp)) 1147 if (ARMOUR_SPEED (tmp))
1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149 1149
1150 break; 1150 break;
1151 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1152 } /* item is equipped */ 1152 } /* item is equipped */
1153 } /* for loop of items */ 1153 } /* for loop of items */
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1154 1156
1155 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* 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. 1158 * have generated intermediate values which we now need to assign.
1157 */ 1159 */
1158 1160
1172 1174
1173 if (type == PLAYER) 1175 if (type == PLAYER)
1174 { 1176 {
1175 // clamp various player stats 1177 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i) 1178 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); 1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1178 1182
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); 1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180 1184
1181 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1182 int pl_level; 1186 int pl_level;
1183 1187
1184 check_stat_bounds (&(stats));
1185 pl_level = level;
1186
1187 if (pl_level < 1)
1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1189 1189
1190 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1192 */ 1192 */
1193 stats.maxhp = 0; 1193 stats.maxhp = 0;
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...: */
1359 speed *= speed_reduce_from_disease; 1356 speed *= speed_reduce_from_disease;
1360 1357
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1360 */
1364 if (speed < 0.04f && type == PLAYER) 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1365 speed = 0.04f;
1366 1362
1367 if (speed != old_speed) 1363 if (speed != old_speed)
1368 set_speed (speed); 1364 set_speed (speed);
1369 1365
1370 if (type == PLAYER) 1366 if (type == PLAYER)
1408 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1409 1405
1410 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1411 * so we will check that now. 1407 * so we will check that now.
1412 */ 1408 */
1413 if (type == PLAYER) 1409 if (is_player ())
1414 { 1410 contr->update_spells ();
1415 esrv_update_stats (contr);
1416 esrv_update_spells (contr);
1417 }
1418 1411
1419 // update the mapspace, if we are on a map 1412 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map) 1413 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0; 1414 map->at (x, y).flags_ = 0;
1415}
1416
1417void
1418object::set_glow_radius (sint8 rad)
1419{
1420 glow_radius = rad;
1421
1422 if (is_on_map ())
1423 update_all_los (map, x, y);
1424 else if (object *env = outer_env ())
1425 {
1426 env->update_stats ();
1427
1428 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y);
1430 }
1422} 1431}
1423 1432
1424/* 1433/*
1425 * Returns true if the given player is a legal class. 1434 * Returns true if the given player is a legal class.
1426 * The function to add and remove class-bonuses to the stats doesn't 1435 * The function to add and remove class-bonuses to the stats doesn't
1490/* 1499/*
1491 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1492 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1493 * or change the ability-focus. 1502 * or change the ability-focus.
1494 */ 1503 */
1495void 1504static void
1496dragon_level_gain (object *who) 1505dragon_level_gain (object *who)
1497{ 1506{
1498 object *abil = NULL; /* pointer to dragon ability force */ 1507 object *abil = NULL; /* pointer to dragon ability force */
1499 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1500 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1640 } 1649 }
1641 } 1650 }
1642 1651
1643 if (changed) 1652 if (changed)
1644 { 1653 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} 1654}
1651 1655
1652/* 1656/*
1653 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1769 player_lvl_adj (op, skill_obj); 1773 player_lvl_adj (op, skill_obj);
1770 } 1774 }
1771} 1775}
1772 1776
1773/* This function checks to make sure that object 'op' can 1777/* This function checks to make sure that object 'op' can
1774 * lost 'exp' experience. It returns the amount of exp 1778 * lose 'exp' experience. It returns the amount of exp
1775 * object 'op' can in fact lose - it basically makes 1779 * object 'op' can in fact lose - it basically makes
1776 * adjustments based on permanent exp and the like. 1780 * adjustments based on permanent exp and the like.
1777 * This function should always be used for losing experience - 1781 * This function should always be used for losing experience -
1778 * the 'exp' value passed should be positive - this is the 1782 * the 'exp' value passed should be positive - this is the
1779 * amount that should get subtract from the player. 1783 * amount that should get subtract from the player.
1780 */ 1784 */
1781sint64 1785static sint64
1782check_exp_loss (const object *op, sint64 exp) 1786check_exp_loss (const object *op, sint64 exp)
1783{ 1787{
1784 sint64 del_exp; 1788 sint64 del_exp;
1785 1789
1786 if (exp > op->stats.exp) 1790 if (exp > op->stats.exp)
1787 exp = op->stats.exp; 1791 exp = op->stats.exp;
1792
1788 if (settings.permanent_exp_ratio) 1793 if (settings.permanent_exp_ratio)
1789 { 1794 {
1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1795 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1796
1791 if (del_exp < 0) 1797 if (del_exp < 0)
1792 del_exp = 0; 1798 del_exp = 0;
1799
1793 if (exp > del_exp) 1800 if (exp > del_exp)
1794 exp = del_exp; 1801 exp = del_exp;
1795 } 1802 }
1803
1796 return exp; 1804 return exp;
1797} 1805}
1798 1806
1799sint64 1807sint64
1800check_exp_adjust (const object *op, sint64 exp) 1808check_exp_adjust (const object *op, sint64 exp)
1801{ 1809{
1802 if (exp < 0) 1810 if (exp < 0)
1803 return check_exp_loss (op, exp); 1811 return check_exp_loss (op, exp);
1804 else 1812 else
1805 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1813 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1806} 1814}
1807 1815
1808/* Subtracts experience from player. 1816/* Subtracts experience from player.
1809 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1810 * only subtract from the matching skill. Otherwise, 1818 * only subtract from the matching skill. Otherwise,
1923 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
1924 */ 1932 */
1925void 1933void
1926apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
1927{ 1935{
1928 object *tmp;
1929 sint64 loss; 1936 sint64 loss;
1930 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1937 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1931 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1938 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1932 1939
1933 for (tmp = op->inv; tmp; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->type == SKILL && tmp->stats.exp) 1941 if (tmp->type == SKILL && tmp->stats.exp)
1935 { 1942 {
1936
1937 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1943 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1938 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1939 1945
1940 /* With the revised exp system, you can get cases where 1946 /* With the revised exp system, you can get cases where
1941 * losing several levels would still require that you have more 1947 * losing several levels would still require that you have more
1942 * exp than you currently have - this is true if the levels 1948 * exp than you currently have - this is true if the levels
1943 * tables is a lot harder. 1949 * tables is a lot harder.
1944 */ 1950 */
1945 if (level_loss < 0) 1951 if (level_loss < 0)
1946 level_loss = 0; 1952 level_loss = 0;
1947 1953
1948 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1954 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1949 1955
1950 tmp->stats.exp -= loss; 1956 tmp->stats.exp -= loss;
1951 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
1952 } 1958 }
1953 1959
1954 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1960 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1955 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1961 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1956 1962
1957 if (level_loss < 0) 1963 if (level_loss < 0)
1958 level_loss = 0; 1964 level_loss = 0;
1965
1959 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1966 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1960 1967
1961 op->stats.exp -= loss; 1968 op->stats.exp -= loss;
1962 player_lvl_adj (op, NULL); 1969 player_lvl_adj (op, NULL);
1963} 1970}
1964 1971

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