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Comparing deliantra/server/common/living.C (file contents):
Revision 1.83 by root, Fri May 2 20:16:24 2008 UTC vs.
Revision 1.92 by root, Thu Dec 4 03:48:19 2008 UTC

279 * that gives them that ability. 279 * that gives them that ability.
280 */ 280 */
281int 281int
282change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
283{ 283{
284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
285 char message[MAX_BUF]; 286 char message[MAX_BUF];
286 int potion_max = 0; 287 int potion_max = 0;
287 288
289 // keep some stats for comparison purposes
288 object::flags_t prev_flag = op->flag; 290 object::flags_t prev_flag = op->flag;
289 MoveType prev_move_type = op->move_type; 291 MoveType prev_move_type = op->move_type;
290 sint16 prev_resist [NROFATTACKS]; // clumsy 292 sint16 prev_resist [NROFATTACKS]; // clumsy
291 assert (sizeof (prev_resist) == sizeof (op->resist)); 293 assert (sizeof (prev_resist) == sizeof (op->resist));
292 memcpy (prev_resist, op->resist, sizeof (prev_resist)); 294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 if (op->type == PLAYER) 296 if (op->type == PLAYER)
295 { 297 {
296 if (tmp->type == POTION) 298 if (tmp->type == POTION)
297 { 299 {
298 potion_max = 1; 300 potion_max = 1;
301
299 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
300 { 303 {
301 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
302 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
303 306
304 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
305 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
306 309
307 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
308 * potions do so right now, there is the potential for potions
309 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
310 * to allow for that. 312 * to allow for that.
311 */ 313 */
312 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
313 nstat = 1; 315 nstat = 1;
398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
399 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
400 */ 402 */
401 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
402 { 404 {
403 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
404 } 406 }
405 407
406 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
407 { 409 {
408 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
863 continue; 861 continue;
864 862
865 /* See note in map.c:update_position about making this additive 863 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here. 864 * since light sources are never applied, need to put check here.
867 */ 865 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 866 glow_radius = max (glow_radius, tmp->glow_radius);
870 867
871 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
873 { 870 {
874 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 885 grace_obj = tmp;
889 } 886 }
890 } 887 }
891 888
892 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 890 * objects need to make adjustments.
894 * This block should handle all player specific changes 891 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
920 917
921 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
922 { 919 {
923 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 926 }
929 } /* if this is a player */ 927 } /* if this is a player */
930 else 928 else
940 938
941 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
942 speed_reduce_from_disease = 940 speed_reduce_from_disease =
943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 942
945 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
946 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
947 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
948 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
949 */ 947 */
950 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1444 1442
1445/* 1443/*
1446 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1447 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1448 * eventually change the player's face and animation) 1446 * eventually change the player's face and animation)
1449 *
1450 * Note that the title is written to 'own_title' in the
1451 * player struct. This should be changed to 'ext_title'
1452 * as soon as clients support this!
1453 * Please, anyone, write support for 'ext_title'.
1454 */ 1447 */
1455void 1448void
1456set_dragon_name (object *pl, const object *abil, const object *skin) 1449set_dragon_name (object *pl, const object *abil, const object *skin)
1457{ 1450{
1458 int atnr = -1; /* attacknumber of highest level */ 1451 int atnr = -1; /* attacknumber of highest level */
1476 /* now if there are equals at highest level, pick the one with focus, 1469 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1470 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1471 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1472 atnr = abil->stats.exp;
1480 1473
1481 level = (int) (level / 25.);
1482
1483 /* now set the new title */ 1474 /* now set the new title */
1484 if (pl->contr)
1485 {
1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1475 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1476 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1490 else if (level == 2)
1491 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1477 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1492 else if (level == 3)
1493 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1478 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1494 else 1479 else
1495 { 1480 {
1496 /* special titles for extra high resistance! */ 1481 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1482 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1499 else if (skin->resist[atnr] > 50)
1500 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1483 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1501 else
1502 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1484 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1503 }
1504 } 1485 }
1505 1486
1506 strcpy (pl->contr->own_title, ""); 1487 strcpy (pl->contr->own_title, "");
1507} 1488}
1508 1489
1575 object *skill_obj; 1556 object *skill_obj;
1576 1557
1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578 if (!skill_obj) 1559 if (!skill_obj)
1579 { 1560 {
1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1561 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1581 return NULL; 1562 return NULL;
1582 } 1563 }
1583 1564
1584 /* clear the flag - exp goes into this bucket, but player 1565 /* clear the flag - exp goes into this bucket, but player
1585 * still doesn't know it. 1566 * still doesn't know it.
1586 */ 1567 */
1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1588 skill_obj->stats.exp = 0; 1569 skill_obj->stats.exp = 0;
1589 skill_obj->level = 1; 1570 skill_obj->level = 1;
1590 insert_ob_in_ob (skill_obj, op); 1571 op->insert (skill_obj);
1591 1572
1592 if (player *pl = op->contr) 1573 if (player *pl = op->contr)
1593 { 1574 pl->link_skills ();
1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1597 }
1598 1575
1599 return skill_obj; 1576 return skill_obj;
1600} 1577}
1601 1578
1602/* player_lvl_adj() - for the new exp system. we are concerned with 1579/* player_lvl_adj() - for the new exp system. we are concerned with
1721 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1722 */ 1699 */
1723static void 1700static void
1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1725{ 1702{
1726 object *skill_obj = NULL; 1703 object *skill_obj;
1727 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1728 int i; 1705 int i;
1729 1706
1730 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1731 if (op->contr->braced) 1708 if (op->contr->braced)
1734 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1735 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1736 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1737 * the players inventory. 1714 * the players inventory.
1738 */ 1715 */
1716 skill_obj = 0;
1717
1739 if (skill_name) 1718 if (skill_name)
1740 { 1719 {
1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1720 skill_obj = op->contr->find_skill (skill_name);
1742 skill_obj = op->chosen_skill;
1743 else
1744 {
1745 for (i = 0; i < NUM_SKILLS; i++)
1746 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1747 {
1748 skill_obj = op->contr->last_skill_ob[i];
1749 break;
1750 }
1751 1721
1752 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1753 * it to the player if necessary 1723 * it to the player if necessary
1754 */ 1724 */
1755 if (!skill_obj) 1725 if (!skill_obj)
1756 { 1726 {
1757 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1758 return; 1728 return;
1729
1759 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1760 give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1761 }
1762 } 1732 }
1763 } 1733 }
1764 1734
1765 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1766 { 1736 {
1832 if (exp < 0) 1802 if (exp < 0)
1833 return check_exp_loss (op, exp); 1803 return check_exp_loss (op, exp);
1834 else 1804 else
1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1805 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1836} 1806}
1837
1838 1807
1839/* Subtracts experience from player. 1808/* Subtracts experience from player.
1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1809 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841 * only subtract from the matching skill. Otherwise, 1810 * only subtract from the matching skill. Otherwise,
1842 * this subtracts a portion from all 1811 * this subtracts a portion from all
1856 sint64 del_exp; 1825 sint64 del_exp;
1857 1826
1858 for (tmp = op->inv; tmp; tmp = tmp->below) 1827 for (tmp = op->inv; tmp; tmp = tmp->below)
1859 if (tmp->type == SKILL && tmp->stats.exp) 1828 if (tmp->type == SKILL && tmp->stats.exp)
1860 { 1829 {
1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1830 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1862 { 1831 {
1863 del_exp = check_exp_loss (tmp, exp); 1832 del_exp = check_exp_loss (tmp, exp);
1864 tmp->stats.exp -= del_exp; 1833 tmp->stats.exp -= del_exp;
1865 player_lvl_adj (op, tmp); 1834 player_lvl_adj (op, tmp);
1866 } 1835 }

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