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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 1.95 by root, Wed Dec 31 17:35:37 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/*
860 * then calls this function. 858 * then calls this function.
861 */ 859 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue; 861 continue;
864 862
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 863 glow_radius += tmp->glow_radius;
870 864
871 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
873 { 867 {
874 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 882 grace_obj = tmp;
889 } 883 }
890 } 884 }
891 885
892 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 887 * objects need to make adjustments.
894 * This block should handle all player specific changes 888 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 889 * 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. 890 * 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, 891 * It also means we need to put in additional checks for applied below,
920 914
921 if (digest_types [tmp->type]) 915 if (digest_types [tmp->type])
922 { 916 {
923 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
924 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
925 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
926 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
927 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
928 } 923 }
929 } /* if this is a player */ 924 } /* if this is a player */
930 else 925 else
940 935
941 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
942 speed_reduce_from_disease = 937 speed_reduce_from_disease =
943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
944 939
945 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
946 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
947 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
948 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
949 */ 944 */
950 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1139 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1140 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1141 } 1136 }
1142 1137
1143 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1144 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1145 1140
1146 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1147 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1148 1143
1149 if (ARMOUR_SPEED (tmp)) 1144 if (ARMOUR_SPEED (tmp))
1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1151 1146
1152 break; 1147 break;
1153 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1154 } /* item is equipped */ 1149 } /* item is equipped */
1155 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1156 1153
1157 /* 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
1158 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1159 */ 1156 */
1160 1157
1444 1441
1445/* 1442/*
1446 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1447 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1448 * eventually change the player's face and animation) 1445 * 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 */ 1446 */
1455void 1447void
1456set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1457{ 1449{
1458 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1476 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1469 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1480 1472
1481 level = (int) (level / 25.);
1482
1483 /* now set the new title */ 1473 /* now set the new title */
1484 if (pl->contr)
1485 {
1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 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]); 1475 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]); 1476 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]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1494 else 1478 else
1495 { 1479 {
1496 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1497 if (skin->resist[atnr] > 80)
1498 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 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]); 1482 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]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1503 }
1504 } 1484 }
1505 1485
1506 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1507} 1487}
1508 1488
1575 object *skill_obj; 1555 object *skill_obj;
1576 1556
1577 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1578 if (!skill_obj) 1558 if (!skill_obj)
1579 { 1559 {
1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1581 return NULL; 1561 return NULL;
1582 } 1562 }
1583 1563
1584 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1585 * still doesn't know it. 1565 * still doesn't know it.
1586 */ 1566 */
1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1588 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1589 skill_obj->level = 1; 1569 skill_obj->level = 1;
1590 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1591 1571
1592 if (player *pl = op->contr) 1572 if (player *pl = op->contr)
1593 { 1573 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 1574
1599 return skill_obj; 1575 return skill_obj;
1600} 1576}
1601 1577
1602/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* 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: 1697 * flag is what to do if the player doesn't have the skill:
1722 */ 1698 */
1723static void 1699static void
1724add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1725{ 1701{
1726 object *skill_obj = NULL; 1702 object *skill_obj;
1727 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1728 int i; 1704 int i;
1729 1705
1730 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1731 if (op->contr->braced) 1707 if (op->contr->braced)
1734 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1735 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1736 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1737 * the players inventory. 1713 * the players inventory.
1738 */ 1714 */
1715 skill_obj = 0;
1716
1739 if (skill_name) 1717 if (skill_name)
1740 { 1718 {
1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 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 1720
1752 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1753 * it to the player if necessary 1722 * it to the player if necessary
1754 */ 1723 */
1755 if (!skill_obj) 1724 if (!skill_obj)
1756 { 1725 {
1757 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1758 return; 1727 return;
1728
1759 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1760 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1761 }
1762 } 1731 }
1763 } 1732 }
1764 1733
1765 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1766 { 1735 {
1799 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1800 } 1769 }
1801} 1770}
1802 1771
1803/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1804 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1805 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1806 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1807 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1808 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1809 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1813{ 1782{
1814 sint64 del_exp; 1783 sint64 del_exp;
1815 1784
1816 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1817 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1818 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1819 { 1789 {
1820 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1821 if (del_exp < 0) 1792 if (del_exp < 0)
1822 del_exp = 0; 1793 del_exp = 0;
1794
1823 if (exp > del_exp) 1795 if (exp > del_exp)
1824 exp = del_exp; 1796 exp = del_exp;
1825 } 1797 }
1798
1826 return exp; 1799 return exp;
1827} 1800}
1828 1801
1829sint64 1802sint64
1830check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1831{ 1804{
1832 if (exp < 0) 1805 if (exp < 0)
1833 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1834 else 1807 else
1835 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1836} 1809}
1837
1838 1810
1839/* Subtracts experience from player. 1811/* Subtracts experience from player.
1840 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1841 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1842 * this subtracts a portion from all 1814 * this subtracts a portion from all
1856 sint64 del_exp; 1828 sint64 del_exp;
1857 1829
1858 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1859 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1860 { 1832 {
1861 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1862 { 1834 {
1863 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1864 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1865 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1866 } 1838 }
1954 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
1955 */ 1927 */
1956void 1928void
1957apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
1958{ 1930{
1959 object *tmp;
1960 sint64 loss; 1931 sint64 loss;
1961 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1962 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1963 1934
1964 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1965 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
1966 { 1937 {
1967
1968 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
1970 1940
1971 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
1972 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
1974 * tables is a lot harder. 1944 * tables is a lot harder.
1975 */ 1945 */
1976 if (level_loss < 0) 1946 if (level_loss < 0)
1977 level_loss = 0; 1947 level_loss = 0;
1978 1948
1979 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1980 1950
1981 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
1982 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
1983 } 1953 }
1984 1954
1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1987 1957
1988 if (level_loss < 0) 1958 if (level_loss < 0)
1989 level_loss = 0; 1959 level_loss = 0;
1960
1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1991 1962
1992 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
1993 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
1994} 1965}
1995 1966

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