ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.53 by root, Sat May 12 19:07:21 2007 UTC vs.
Revision 1.61 by root, Fri May 18 15:05:08 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 {
866 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
867 { 867 {
868 if (type == PLAYER) 868 if (type == PLAYER)
869 { 869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
872 continue; 875 continue;
873 876
874 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
876 879
877 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
880 */ 883 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
994 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
995 case SKILL: 998 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997 break; 1000 break;
998 1001
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill) 1002 if (chosen_skill)
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1004 &name, &chosen_skill->name, &tmp->name);
1004 1005
1005 chosen_skill = tmp; 1006 chosen_skill = tmp;
1006 1007
1007 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1011 1012
1012 if (weapon_speed < 0) 1013 if (weapon_speed < 0)
1013 weapon_speed = 0; 1014 weapon_speed = 0;
1014 1015
1015 weapon_weight = tmp->weight; 1016 weapon_weight = tmp->weight;
1016 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1017 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1017 1018
1018 if (tmp->magic) 1019 if (tmp->magic)
1019 stats.dam += tmp->magic; 1020 stats.dam += tmp->magic;
1020 } 1021 }
1021 1022
1029 ac -= tmp->stats.ac + tmp->magic; 1030 ac -= tmp->stats.ac + tmp->magic;
1030 1031
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033 1034
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; 1035 break;
1042 1036
1043 case SHIELD: 1037 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1039 contr->encumbrance += (int) tmp->weight / 2000;
1225 stats.maxsp = (sint16)sp_tmp; 1219 stats.maxsp = (sint16)sp_tmp;
1226 1220
1227 for (i = 11; i <= mana_obj->level; i++) 1221 for (i = 11; i <= mana_obj->level; i++)
1228 stats.maxsp += 2; 1222 stats.maxsp += 2;
1229 } 1223 }
1224
1230 /* Characters can get their sp supercharged via rune of transferrance */ 1225 /* Characters can get their sp supercharged via rune of transferrance */
1231 if (stats.sp > stats.maxsp * 2) 1226 if (stats.sp > stats.maxsp * 2)
1232 stats.sp = stats.maxsp * 2; 1227 stats.sp = stats.maxsp * 2;
1233 1228
1234 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1229 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1265 1260
1266 /* two grace points per level after 11 */ 1261 /* two grace points per level after 11 */
1267 for (i = 11; i <= grace_obj->level; i++) 1262 for (i = 11; i <= grace_obj->level; i++)
1268 stats.maxgrace += 2; 1263 stats.maxgrace += 2;
1269 } 1264 }
1265
1270 /* No limit on grace vs maxgrace */ 1266 /* No limit on grace vs maxgrace */
1271 1267
1272 if (contr->braced) 1268 if (contr->braced)
1273 { 1269 {
1274 ac += 2; 1270 ac += 2;
1286 * improvement every level, now its fighterlevel/5. So 1282 * improvement every level, now its fighterlevel/5. So
1287 * we give the player a bonus here in wc and dam 1283 * we give the player a bonus here in wc and dam
1288 * to make up for the change. Note that I left the 1284 * to make up for the change. Note that I left the
1289 * monster bonus the same as before. -b.t. 1285 * monster bonus the same as before. -b.t.
1290 */ 1286 */
1287 object *wc_obj = chosen_skill;
1291 1288
1292 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1289 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1290 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1291 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1292
1296 for (i = 1; i < wc_obj->level; i++) 1293 for (i = 1; i < wc_obj->level; i++)
1297 { 1294 {
1298 /* addtional wc every 6 levels */ 1295 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1296 if (!(i % 6))
1300 wc--; 1297 wc--;
1301 1298
1302 /* addtional dam every 4 levels. */ 1299 /* additional dam every 4 levels. */
1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1300 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1301 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 } 1302 }
1306 } 1303 }
1307 else 1304 else
1317 if (settings.search_items && contr->search_str[0]) 1314 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1315 speed -= 1;
1319 1316
1320 if (attacktype == 0) 1317 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype; 1318 attacktype = arch->clone.attacktype;
1322
1323 } /* End if player */ 1319 } /* End if player */
1324 1320
1325 if (added_speed >= 0) 1321 if (added_speed >= 0)
1326 speed += added_speed / 10.f; 1322 speed += added_speed / 10.f;
1327 else /* Something wrong here...: */ 1323 else /* Something wrong here...: */
1361 * that would just be a real pain to read. 1357 * that would just be a real pain to read.
1362 */ 1358 */
1363 float M = (max_carry[stats.Str] - 121) / 121.f; 1359 float M = (max_carry[stats.Str] - 121) / 121.f;
1364 float M2 = max_carry[stats.Str] / 100.f; 1360 float M2 = max_carry[stats.Str] / 100.f;
1365 float W = weapon_weight / 20000.f; 1361 float W = weapon_weight / 20000.f;
1366 float s = 2 - weapon_speed / 10.f; 1362 float s = (20 - weapon_speed) / 10.f;
1367 float D = (stats.Dex - 14) / 14.f; 1363 float D = (stats.Dex - 14) / 14.f;
1368 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1364 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1369 1365
1370 K *= (4 + level) *1.2f / (6 + level); 1366 K *= (4 + level) * 1.2f / (6 + level);
1371 1367
1372 if (K <= 0.f) 1368 if (K <= 0.01f)
1373 K = 0.01f; 1369 K = 0.01f;
1374 1370
1375 float S = speed / (K * s); 1371 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1376
1377 contr->weapon_sp = S;
1378 } 1372 }
1379 1373
1380 /* I want to limit the power of small monsters with big weapons: */ 1374 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1375 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1382 stats.dam = arch->clone.stats.dam * 3; 1376 stats.dam = arch->clone.stats.dam * 3;
1383 1377
1384 /* Prevent overflows of wc - best you can get is ABS(120) - this 1378 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385 * should be more than enough - remember, AC is also in 8 bits, 1379 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 1380
1402 /* if for some reason the creature doesn't have any move type, 1381 /* if for some reason the creature doesn't have any move type,
1403 * give them walking as a default. 1382 * give them walking as a default.
1404 * The second case is a special case - to more closely mimic the 1383 * The second case is a special case - to more closely mimic the
1405 * old behaviour - if your flying, your not walking - just 1384 * old behaviour - if your flying, your not walking - just
1585 if (!skill_obj) 1564 if (!skill_obj)
1586 { 1565 {
1587 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1566 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1588 return NULL; 1567 return NULL;
1589 } 1568 }
1569
1590 /* clear the flag - exp goes into this bucket, but player 1570 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1571 * still doesn't know it.
1592 */ 1572 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1574 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1575 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1576 insert_ob_in_ob (skill_obj, op);
1597 1577
1598 if (op->contr) 1578 if (player *pl = op->contr)
1599 { 1579 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1580 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns) 1581 if (pl->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1582 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 } 1583 }
1604 1584
1605 return skill_obj; 1585 return skill_obj;
1606} 1586}
1607
1608 1587
1609/* player_lvl_adj() - for the new exp system. we are concerned with 1588/* player_lvl_adj() - for the new exp system. we are concerned with
1610 * whether the player gets more hp, sp and new levels. 1589 * whether the player gets more hp, sp and new levels.
1611 * Note this this function should only be called for players. Monstes 1590 * Note this this function should only be called for players. Monstes
1612 * don't really gain levels 1591 * don't really gain levels
1623 1602
1624 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1603 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 { 1604 {
1626 op->level++; 1605 op->level++;
1627 1606
1628 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1607 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1629 dragon_level_gain (who); 1608 dragon_level_gain (who);
1630 1609
1631 /* Only roll these if it is the player (who) that gained the level */ 1610 /* Only roll these if it is the player (who) that gained the level */
1632 if (op == who && (who->level < 11) && who->type == PLAYER) 1611 if (op == who && (who->level < 11) && who->type == PLAYER)
1633 { 1612 {
1641 { 1620 {
1642 if (op->type != PLAYER) 1621 if (op->type != PLAYER)
1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644 else 1623 else
1645 sprintf (buf, "You are now level %d.", op->level); 1624 sprintf (buf, "You are now level %d.", op->level);
1625
1646 if (who) 1626 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1627 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1628 }
1629
1649 player_lvl_adj (who, op); /* To increase more levels */ 1630 player_lvl_adj (who, op); /* To increase more levels */
1650 } 1631 }
1651 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1632 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 { 1633 {
1653 op->level--; 1634 op->level--;
1654 who->update_stats (); 1635 who->update_stats ();
1636
1655 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1656 { 1638 {
1657 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 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); 1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1659 } 1641 }
1642
1660 player_lvl_adj (who, op); /* To decrease more levels */ 1643 player_lvl_adj (who, op); /* To decrease more levels */
1661 } 1644 }
1662 1645
1663 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1664 esrv_update_stats (who->contr); 1647 esrv_update_stats (who->contr);
1975 player_lvl_adj (op, tmp); 1958 player_lvl_adj (op, tmp);
1976 } 1959 }
1977 1960
1978 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1961 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)]; 1962 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1963
1980 if (level_loss < 0) 1964 if (level_loss < 0)
1981 level_loss = 0; 1965 level_loss = 0;
1982 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1966 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1983 1967
1984 op->stats.exp -= loss; 1968 op->stats.exp -= loss;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines