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/cvs/deliantra/server/common/living.C
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Comparing deliantra/server/common/living.C (file contents):
Revision 1.53 by root, Sat May 12 19:07:21 2007 UTC vs.
Revision 1.57 by root, Mon May 14 21:32:26 2007 UTC

723 int i, j; 723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 729 float old_speed = speed;
730 730
731 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 732 if (type == PLAYER)
733 { 733 {
994 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
995 case SKILL: 995 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997 break; 997 break;
998 998
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill) 999 if (chosen_skill)
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1000 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1004 1001
1005 chosen_skill = tmp; 1002 chosen_skill = tmp;
1006 1003
1011 1008
1012 if (weapon_speed < 0) 1009 if (weapon_speed < 0)
1013 weapon_speed = 0; 1010 weapon_speed = 0;
1014 1011
1015 weapon_weight = tmp->weight; 1012 weapon_weight = tmp->weight;
1016 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1017 1014
1018 if (tmp->magic) 1015 if (tmp->magic)
1019 stats.dam += tmp->magic; 1016 stats.dam += tmp->magic;
1020 } 1017 }
1021 1018
1029 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1030 1027
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1028 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1029 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033 1030
1034 break;
1035
1036 case SKILL_TOOL:
1037 if (chosen_skill)
1038 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1039
1040 chosen_skill = tmp;
1041 break; 1031 break;
1042 1032
1043 case SHIELD: 1033 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1034 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1035 contr->encumbrance += (int) tmp->weight / 2000;
1225 stats.maxsp = (sint16)sp_tmp; 1215 stats.maxsp = (sint16)sp_tmp;
1226 1216
1227 for (i = 11; i <= mana_obj->level; i++) 1217 for (i = 11; i <= mana_obj->level; i++)
1228 stats.maxsp += 2; 1218 stats.maxsp += 2;
1229 } 1219 }
1220
1230 /* Characters can get their sp supercharged via rune of transferrance */ 1221 /* Characters can get their sp supercharged via rune of transferrance */
1231 if (stats.sp > stats.maxsp * 2) 1222 if (stats.sp > stats.maxsp * 2)
1232 stats.sp = stats.maxsp * 2; 1223 stats.sp = stats.maxsp * 2;
1233 1224
1234 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1225 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1265 1256
1266 /* two grace points per level after 11 */ 1257 /* two grace points per level after 11 */
1267 for (i = 11; i <= grace_obj->level; i++) 1258 for (i = 11; i <= grace_obj->level; i++)
1268 stats.maxgrace += 2; 1259 stats.maxgrace += 2;
1269 } 1260 }
1261
1270 /* No limit on grace vs maxgrace */ 1262 /* No limit on grace vs maxgrace */
1271 1263
1272 if (contr->braced) 1264 if (contr->braced)
1273 { 1265 {
1274 ac += 2; 1266 ac += 2;
1286 * improvement every level, now its fighterlevel/5. So 1278 * improvement every level, now its fighterlevel/5. So
1287 * we give the player a bonus here in wc and dam 1279 * we give the player a bonus here in wc and dam
1288 * to make up for the change. Note that I left the 1280 * to make up for the change. Note that I left the
1289 * monster bonus the same as before. -b.t. 1281 * monster bonus the same as before. -b.t.
1290 */ 1282 */
1283 object *wc_obj = chosen_skill;
1291 1284
1292 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1285 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1286 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1287 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1288
1296 for (i = 1; i < wc_obj->level; i++) 1289 for (i = 1; i < wc_obj->level; i++)
1297 { 1290 {
1298 /* addtional wc every 6 levels */ 1291 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1292 if (!(i % 6))
1300 wc--; 1293 wc--;
1301 1294
1302 /* addtional dam every 4 levels. */ 1295 /* additional dam every 4 levels. */
1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1296 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1297 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 } 1298 }
1306 } 1299 }
1307 else 1300 else
1317 if (settings.search_items && contr->search_str[0]) 1310 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1311 speed -= 1;
1319 1312
1320 if (attacktype == 0) 1313 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype; 1314 attacktype = arch->clone.attacktype;
1322
1323 } /* End if player */ 1315 } /* End if player */
1324 1316
1325 if (added_speed >= 0) 1317 if (added_speed >= 0)
1326 speed += added_speed / 10.f; 1318 speed += added_speed / 10.f;
1327 else /* Something wrong here...: */ 1319 else /* Something wrong here...: */
1361 * that would just be a real pain to read. 1353 * that would just be a real pain to read.
1362 */ 1354 */
1363 float M = (max_carry[stats.Str] - 121) / 121.f; 1355 float M = (max_carry[stats.Str] - 121) / 121.f;
1364 float M2 = max_carry[stats.Str] / 100.f; 1356 float M2 = max_carry[stats.Str] / 100.f;
1365 float W = weapon_weight / 20000.f; 1357 float W = weapon_weight / 20000.f;
1366 float s = 2 - weapon_speed / 10.f; 1358 float s = (20 - weapon_speed) / 10.f;
1367 float D = (stats.Dex - 14) / 14.f; 1359 float D = (stats.Dex - 14) / 14.f;
1368 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1360 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1369 1361
1370 K *= (4 + level) *1.2f / (6 + level); 1362 K *= (4 + level) * 1.2f / (6 + level);
1371 1363
1372 if (K <= 0.f) 1364 if (K <= 0.01f)
1373 K = 0.01f; 1365 K = 0.01f;
1374 1366
1375 float S = speed / (K * s); 1367 float S = speed / (K * s);
1376 1368
1377 contr->weapon_sp = S; 1369 contr->weapon_sp = S;
1379 1371
1380 /* I want to limit the power of small monsters with big weapons: */ 1372 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1373 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1382 stats.dam = arch->clone.stats.dam * 3; 1374 stats.dam = arch->clone.stats.dam * 3;
1383 1375
1384 /* Prevent overflows of wc - best you can get is ABS(120) - this 1376 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385 * should be more than enough - remember, AC is also in 8 bits, 1377 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1386 * so its value is the same.
1387 */
1388 if (wc > 120)
1389 wc = 120;
1390 else if (wc < -120)
1391 wc = -120;
1392
1393 stats.wc = wc;
1394
1395 if (ac > 120)
1396 ac = 120;
1397 else if (ac < -120)
1398 ac = -120;
1399
1400 stats.ac = ac;
1401 1378
1402 /* if for some reason the creature doesn't have any move type, 1379 /* if for some reason the creature doesn't have any move type,
1403 * give them walking as a default. 1380 * give them walking as a default.
1404 * The second case is a special case - to more closely mimic the 1381 * The second case is a special case - to more closely mimic the
1405 * old behaviour - if your flying, your not walking - just 1382 * old behaviour - if your flying, your not walking - just
1585 if (!skill_obj) 1562 if (!skill_obj)
1586 { 1563 {
1587 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1564 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1588 return NULL; 1565 return NULL;
1589 } 1566 }
1567
1590 /* clear the flag - exp goes into this bucket, but player 1568 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1569 * still doesn't know it.
1592 */ 1570 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1571 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1572 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1573 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1574 insert_ob_in_ob (skill_obj, op);
1597 1575
1598 if (op->contr) 1576 if (player *pl = op->contr)
1599 { 1577 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1578 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns) 1579 if (pl->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1580 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 } 1581 }
1604 1582
1605 return skill_obj; 1583 return skill_obj;
1606} 1584}
1607
1608 1585
1609/* player_lvl_adj() - for the new exp system. we are concerned with 1586/* player_lvl_adj() - for the new exp system. we are concerned with
1610 * whether the player gets more hp, sp and new levels. 1587 * whether the player gets more hp, sp and new levels.
1611 * Note this this function should only be called for players. Monstes 1588 * Note this this function should only be called for players. Monstes
1612 * don't really gain levels 1589 * don't really gain levels
1623 1600
1624 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1601 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 { 1602 {
1626 op->level++; 1603 op->level++;
1627 1604
1628 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1605 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1629 dragon_level_gain (who); 1606 dragon_level_gain (who);
1630 1607
1631 /* Only roll these if it is the player (who) that gained the level */ 1608 /* Only roll these if it is the player (who) that gained the level */
1632 if (op == who && (who->level < 11) && who->type == PLAYER) 1609 if (op == who && (who->level < 11) && who->type == PLAYER)
1633 { 1610 {
1641 { 1618 {
1642 if (op->type != PLAYER) 1619 if (op->type != PLAYER)
1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1620 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644 else 1621 else
1645 sprintf (buf, "You are now level %d.", op->level); 1622 sprintf (buf, "You are now level %d.", op->level);
1623
1646 if (who) 1624 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1626 }
1627
1649 player_lvl_adj (who, op); /* To increase more levels */ 1628 player_lvl_adj (who, op); /* To increase more levels */
1650 } 1629 }
1651 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1630 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 { 1631 {
1653 op->level--; 1632 op->level--;
1654 who->update_stats (); 1633 who->update_stats ();
1634
1655 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1656 { 1636 {
1657 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1658 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1659 } 1639 }
1640
1660 player_lvl_adj (who, op); /* To decrease more levels */ 1641 player_lvl_adj (who, op); /* To decrease more levels */
1661 } 1642 }
1662 1643
1663 /* check if the spell data has changed */ 1644 /* check if the spell data has changed */
1664 esrv_update_stats (who->contr); 1645 esrv_update_stats (who->contr);
1975 player_lvl_adj (op, tmp); 1956 player_lvl_adj (op, tmp);
1976 } 1957 }
1977 1958
1978 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1959 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1979 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1960 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1961
1980 if (level_loss < 0) 1962 if (level_loss < 0)
1981 level_loss = 0; 1963 level_loss = 0;
1982 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1964 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1983 1965
1984 op->stats.exp -= loss; 1966 op->stats.exp -= loss;

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