1 | /* |
1 | /* |
2 | * static char *rcsid_living_c = |
2 | * static char *rcsid_living_c = |
3 | * "$Id: living.c,v 1.4 2006/02/09 02:22:04 root Exp $"; |
3 | * "$Id: living.c,v 1.6 2006/03/15 15:35:46 elmex Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
308 | /* |
308 | /* |
309 | * returns the specified stat. See also set_attr_value(). |
309 | * returns the specified stat. See also set_attr_value(). |
310 | */ |
310 | */ |
311 | |
311 | |
312 | sint8 |
312 | sint8 |
313 | get_attr_value(living *stats,int attr) { |
313 | get_attr_value(const living *stats,int attr) { |
314 | switch(attr) { |
314 | switch(attr) { |
315 | case STR: |
315 | case STR: |
316 | return(stats->Str); |
316 | return(stats->Str); |
317 | case DEX: |
317 | case DEX: |
318 | return(stats->Dex); |
318 | return(stats->Dex); |
… | |
… | |
1372 | * check if the stat becomes negative, thus this function |
1372 | * check if the stat becomes negative, thus this function |
1373 | * merely checks that all stats are 1 or more, and returns |
1373 | * merely checks that all stats are 1 or more, and returns |
1374 | * false otherwise. |
1374 | * false otherwise. |
1375 | */ |
1375 | */ |
1376 | |
1376 | |
1377 | int allowed_class(object *op) { |
1377 | int allowed_class(const object *op) { |
1378 | return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& |
1378 | return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&& |
1379 | op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& |
1379 | op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&& |
1380 | op->stats.Cha>0; |
1380 | op->stats.Cha>0; |
1381 | } |
1381 | } |
1382 | |
1382 | |
… | |
… | |
1388 | * Note that the title is written to 'own_title' in the |
1388 | * Note that the title is written to 'own_title' in the |
1389 | * player struct. This should be changed to 'ext_title' |
1389 | * player struct. This should be changed to 'ext_title' |
1390 | * as soon as clients support this! |
1390 | * as soon as clients support this! |
1391 | * Please, anyone, write support for 'ext_title'. |
1391 | * Please, anyone, write support for 'ext_title'. |
1392 | */ |
1392 | */ |
1393 | void set_dragon_name(object *pl, object *abil, object *skin) { |
1393 | void set_dragon_name(object *pl, const object *abil, const object *skin) { |
1394 | int atnr=-1; /* attacknumber of highest level */ |
1394 | int atnr=-1; /* attacknumber of highest level */ |
1395 | int level=0; /* highest level */ |
1395 | int level=0; /* highest level */ |
1396 | int i; |
1396 | int i; |
1397 | |
1397 | |
1398 | /* Perhaps do something more clever? */ |
1398 | /* Perhaps do something more clever? */ |
… | |
… | |
1591 | */ |
1591 | */ |
1592 | void calc_perm_exp(object *op) |
1592 | void calc_perm_exp(object *op) |
1593 | { |
1593 | { |
1594 | int p_exp_min; |
1594 | int p_exp_min; |
1595 | |
1595 | |
1596 | /* Ensure that our permanent experience minimum is met. */ |
1596 | /* Ensure that our permanent experience minimum is met. |
1597 | p_exp_min = (int)(PERM_EXP_MINIMUM_RATIO * (float)(op->stats.exp)); |
1597 | * permenent_exp_ratio is an integer percentage, we divide by 100 |
|
|
1598 | * to get the fraction */ |
|
|
1599 | p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); |
1598 | |
1600 | |
1599 | if (op->perm_exp < p_exp_min) |
1601 | if (op->perm_exp < p_exp_min) |
1600 | op->perm_exp = p_exp_min; |
1602 | op->perm_exp = p_exp_min; |
1601 | |
1603 | |
1602 | /* Cap permanent experience. */ |
1604 | /* Cap permanent experience. */ |
… | |
… | |
1658 | exp_to_add = exp; |
1660 | exp_to_add = exp; |
1659 | limit=(levels[op->level+1]-levels[op->level])/2; |
1661 | limit=(levels[op->level+1]-levels[op->level])/2; |
1660 | if (exp_to_add > limit) exp_to_add=limit; |
1662 | if (exp_to_add > limit) exp_to_add=limit; |
1661 | |
1663 | |
1662 | ADD_EXP(op->stats.exp, (float) exp_to_add * (skill_obj? skill_obj->expmul:1)); |
1664 | ADD_EXP(op->stats.exp, (float) exp_to_add * (skill_obj? skill_obj->expmul:1)); |
1663 | if (settings.use_permanent_experience) { |
1665 | if (settings.permanent_exp_ratio) { |
1664 | ADD_EXP(op->perm_exp, (float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1)); |
1666 | ADD_EXP(op->perm_exp, (float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj? skill_obj->expmul:1)); |
1665 | calc_perm_exp(op); |
1667 | calc_perm_exp(op); |
1666 | } |
1668 | } |
1667 | |
1669 | |
1668 | player_lvl_adj(op,NULL); |
1670 | player_lvl_adj(op,NULL); |
1669 | if (skill_obj) { |
1671 | if (skill_obj) { |
1670 | exp_to_add = exp; |
1672 | exp_to_add = exp; |
1671 | limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; |
1673 | limit=(levels[skill_obj->level+1]-levels[skill_obj->level])/2; |
1672 | if (exp_to_add > limit) exp_to_add=limit; |
1674 | if (exp_to_add > limit) exp_to_add=limit; |
1673 | ADD_EXP(skill_obj->stats.exp, exp_to_add); |
1675 | ADD_EXP(skill_obj->stats.exp, exp_to_add); |
1674 | if (settings.use_permanent_experience) { |
1676 | if (settings.permanent_exp_ratio) { |
1675 | skill_obj->perm_exp += exp_to_add * PERM_EXP_GAIN_RATIO; |
1677 | skill_obj->perm_exp += exp_to_add * PERM_EXP_GAIN_RATIO; |
1676 | calc_perm_exp(skill_obj); |
1678 | calc_perm_exp(skill_obj); |
1677 | } |
1679 | } |
1678 | player_lvl_adj(op,skill_obj); |
1680 | player_lvl_adj(op,skill_obj); |
1679 | } |
1681 | } |
… | |
… | |
1685 | * adjustments based on permanent exp and the like. |
1687 | * adjustments based on permanent exp and the like. |
1686 | * This function should always be used for losing experience - |
1688 | * This function should always be used for losing experience - |
1687 | * the 'exp' value passed should be positive - this is the |
1689 | * the 'exp' value passed should be positive - this is the |
1688 | * amount that should get subtract from the player. |
1690 | * amount that should get subtract from the player. |
1689 | */ |
1691 | */ |
1690 | sint64 check_exp_loss(object *op, sint64 exp) |
1692 | sint64 check_exp_loss(const object *op, sint64 exp) |
1691 | { |
1693 | { |
1692 | sint64 del_exp; |
1694 | sint64 del_exp; |
1693 | |
1695 | |
1694 | if (exp > op->stats.exp) exp = op->stats.exp; |
1696 | if (exp > op->stats.exp) exp = op->stats.exp; |
1695 | if (settings.use_permanent_experience) { |
1697 | if (settings.permanent_exp_ratio) { |
1696 | del_exp = (op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO; |
1698 | del_exp = (op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO; |
1697 | if (del_exp < 0) del_exp = 0; |
1699 | if (del_exp < 0) del_exp = 0; |
1698 | if (exp > del_exp) exp=del_exp; |
1700 | if (exp > del_exp) exp=del_exp; |
1699 | } |
1701 | } |
1700 | return exp; |
1702 | return exp; |
1701 | } |
1703 | } |
1702 | |
1704 | |
1703 | sint64 check_exp_adjust(object *op, sint64 exp) |
1705 | sint64 check_exp_adjust(const object *op, sint64 exp) |
1704 | { |
1706 | { |
1705 | if (exp<0) return check_exp_loss(op, exp); |
1707 | if (exp<0) return check_exp_loss(op, exp); |
1706 | else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); |
1708 | else return MIN(exp, MAX_EXPERIENCE - op->stats.exp); |
1707 | } |
1709 | } |
1708 | |
1710 | |
… | |
… | |
1811 | subtract_player_exp(op, FABS(exp), skill_name, flag); |
1813 | subtract_player_exp(op, FABS(exp), skill_name, flag); |
1812 | |
1814 | |
1813 | } |
1815 | } |
1814 | } |
1816 | } |
1815 | |
1817 | |
1816 | /* Applies a death penalty experience. 20% or 3 levels, whichever is |
1818 | /* Applies a death penalty experience, the size of this is defined by the |
1817 | * less experience lost. |
1819 | * settings death_penalty_percentage and death_penalty_levels, and by the |
|
|
1820 | * amount of permenent experience, whichever gives the lowest loss. |
1818 | */ |
1821 | */ |
1819 | |
1822 | |
1820 | void apply_death_exp_penalty(object *op) { |
1823 | void apply_death_exp_penalty(object *op) { |
1821 | object *tmp; |
1824 | object *tmp; |
1822 | sint64 loss; |
1825 | sint64 loss; |
1823 | sint64 loss_20p; /* 20 percent experience loss */ |
1826 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1824 | sint64 loss_3l; /* 3 level experience loss */ |
1827 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1825 | |
1828 | |
1826 | for(tmp=op->inv;tmp;tmp=tmp->below) |
1829 | for(tmp=op->inv;tmp;tmp=tmp->below) |
1827 | if(tmp->type==SKILL && tmp->stats.exp) { |
1830 | if(tmp->type==SKILL && tmp->stats.exp) { |
1828 | |
1831 | |
1829 | #ifdef COZY_SERVER |
1832 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; |
1830 | loss_20p = tmp->stats.exp * 0.05; |
1833 | level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; |
1831 | #else |
|
|
1832 | loss_20p = tmp->stats.exp * 0.20; |
|
|
1833 | #endif |
|
|
1834 | loss_3l = tmp->stats.exp - levels[MAX(0,tmp->level -3)]; |
|
|
1835 | |
1834 | |
1836 | /* With the revised exp system, you can get cases where |
1835 | /* With the revised exp system, you can get cases where |
1837 | * losing 3 levels would still require that you have more |
1836 | * losing several levels would still require that you have more |
1838 | * exp than you current have - this is true if the levels |
1837 | * exp than you currently have - this is true if the levels |
1839 | * tables is a lot harder. |
1838 | * tables is a lot harder. |
1840 | */ |
1839 | */ |
1841 | if (loss_3l < 0) loss_3l = 0; |
1840 | if (level_loss < 0) level_loss = 0; |
1842 | |
1841 | |
1843 | loss = check_exp_loss(tmp, MIN(loss_3l, loss_20p)); |
1842 | loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); |
1844 | |
1843 | |
1845 | tmp->stats.exp -= loss; |
1844 | tmp->stats.exp -= loss; |
1846 | player_lvl_adj(op,tmp); |
1845 | player_lvl_adj(op,tmp); |
1847 | } |
1846 | } |
1848 | |
1847 | |
1849 | #ifdef COZY_SERVER |
1848 | percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; |
1850 | loss_20p = op->stats.exp * 0.05; |
1849 | level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; |
1851 | #else |
|
|
1852 | loss_20p = op->stats.exp * 0.20; |
|
|
1853 | #endif |
|
|
1854 | loss_3l = op->stats.exp - levels[MAX(0,op->level -3)]; |
|
|
1855 | if (loss_3l < 0) loss_3l = 0; |
1850 | if (level_loss < 0) level_loss = 0; |
1856 | loss = check_exp_loss(op, MIN(loss_3l, loss_20p)); |
1851 | loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); |
1857 | |
1852 | |
1858 | op->stats.exp -= loss; |
1853 | op->stats.exp -= loss; |
1859 | player_lvl_adj(op,NULL); |
1854 | player_lvl_adj(op,NULL); |
1860 | } |
1855 | } |
1861 | |
1856 | |
… | |
… | |
1864 | * save_throw table. level is the effective level to make |
1859 | * save_throw table. level is the effective level to make |
1865 | * the save at, and bonus is any plus/bonus (typically based on |
1860 | * the save at, and bonus is any plus/bonus (typically based on |
1866 | * resistance to particular attacktype. |
1861 | * resistance to particular attacktype. |
1867 | * Returns 1 if op makes his save, 0 if he failed |
1862 | * Returns 1 if op makes his save, 0 if he failed |
1868 | */ |
1863 | */ |
1869 | int did_make_save(object *op, int level, int bonus) |
1864 | int did_make_save(const object *op, int level, int bonus) |
1870 | { |
1865 | { |
1871 | if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; |
1866 | if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; |
1872 | |
1867 | |
1873 | if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1868 | if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) |
1874 | return 0; |
1869 | return 0; |