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Comparing deliantra/server/common/living.C (file contents):
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.56 by root, Sun May 13 15:13:57 2007 UTC

242change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
243{ 243{
244 stats->stat (attr) += value; 244 stats->stat (attr) += value;
245} 245}
246 246
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283}
284
285/* 247/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 249 * 1-30 stat limit.
288 */ 250 */
289void 251void
761 int i, j; 723 int i, j;
762 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;
763 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 729 float old_speed = speed;
768 730
769 /* 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 */
770 if (type == PLAYER) 732 if (type == PLAYER)
771 { 733 {
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 } 940 }
979 } 941 }
980 942
981 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 944 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 945 {
985 attacktype |= tmp->attacktype; 946 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 947 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 948 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 949 path_denied |= tmp->path_denied;
1033 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
1034 case SKILL: 995 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1036 break; 997 break;
1037 998
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill) 999 if (chosen_skill)
1042 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);
1043 1001
1044 chosen_skill = tmp; 1002 chosen_skill = tmp;
1045 1003
1050 1008
1051 if (weapon_speed < 0) 1009 if (weapon_speed < 0)
1052 weapon_speed = 0; 1010 weapon_speed = 0;
1053 1011
1054 weapon_weight = tmp->weight; 1012 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1056 1014
1057 if (tmp->magic) 1015 if (tmp->magic)
1058 stats.dam += tmp->magic; 1016 stats.dam += tmp->magic;
1059 } 1017 }
1060 1018
1264 stats.maxsp = (sint16)sp_tmp; 1222 stats.maxsp = (sint16)sp_tmp;
1265 1223
1266 for (i = 11; i <= mana_obj->level; i++) 1224 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2; 1225 stats.maxsp += 2;
1268 } 1226 }
1227
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1228 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1229 if (stats.sp > stats.maxsp * 2)
1271 stats.sp = stats.maxsp * 2; 1230 stats.sp = stats.maxsp * 2;
1272 1231
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1304 1263
1305 /* two grace points per level after 11 */ 1264 /* two grace points per level after 11 */
1306 for (i = 11; i <= grace_obj->level; i++) 1265 for (i = 11; i <= grace_obj->level; i++)
1307 stats.maxgrace += 2; 1266 stats.maxgrace += 2;
1308 } 1267 }
1268
1309 /* No limit on grace vs maxgrace */ 1269 /* No limit on grace vs maxgrace */
1310 1270
1311 if (contr->braced) 1271 if (contr->braced)
1312 { 1272 {
1313 ac += 2; 1273 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1285 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1286 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1287 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1288 * monster bonus the same as before. -b.t.
1329 */ 1289 */
1290 object *wc_obj = chosen_skill;
1330 1291
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1292 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1293 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1295
1335 for (i = 1; i < wc_obj->level; i++) 1296 for (i = 1; i < wc_obj->level; i++)
1336 { 1297 {
1337 /* addtional wc every 6 levels */ 1298 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1299 if (!(i % 6))
1339 wc--; 1300 wc--;
1340 1301
1341 /* addtional dam every 4 levels. */ 1302 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1304 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1305 }
1345 } 1306 }
1346 else 1307 else
1356 if (settings.search_items && contr->search_str[0]) 1317 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1318 speed -= 1;
1358 1319
1359 if (attacktype == 0) 1320 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype; 1321 attacktype = arch->clone.attacktype;
1361
1362 } /* End if player */ 1322 } /* End if player */
1363 1323
1364 if (added_speed >= 0) 1324 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1325 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1326 else /* Something wrong here...: */
1400 * that would just be a real pain to read. 1360 * that would just be a real pain to read.
1401 */ 1361 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1362 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1363 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1364 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1365 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1366 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1367 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1368
1409 K *= (4 + level) *1.2f / (6 + level); 1369 K *= (4 + level) * 1.2f / (6 + level);
1410 1370
1411 if (K <= 0.f) 1371 if (K <= 0.01f)
1412 K = 0.01f; 1372 K = 0.01f;
1413 1373
1414 float S = speed / (K * s); 1374 float S = speed / (K * s);
1415 1375
1416 contr->weapon_sp = S; 1376 contr->weapon_sp = S;
1418 1378
1419 /* I want to limit the power of small monsters with big weapons: */ 1379 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1381 stats.dam = arch->clone.stats.dam * 3;
1422 1382
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1383 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1384 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1425 * so its value is the same.
1426 */
1427 if (wc > 120)
1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1432 stats.wc = wc;
1433
1434 if (ac > 120)
1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1439 stats.ac = ac;
1440 1385
1441 /* if for some reason the creature doesn't have any move type, 1386 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1387 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1388 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1389 * old behaviour - if your flying, your not walking - just
1624 if (!skill_obj) 1569 if (!skill_obj)
1625 { 1570 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627 return NULL; 1572 return NULL;
1628 } 1573 }
1574
1629 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1576 * still doesn't know it.
1631 */ 1577 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1642 } 1588 }
1643 1589
1644 return skill_obj; 1590 return skill_obj;
1645} 1591}
1646 1592
1647
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1596 * don't really gain levels
1652 * who is the player, op is what we are checking to gain the level 1597 * who is the player, op is what we are checking to gain the level
1662 1607
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1609 {
1665 op->level++; 1610 op->level++;
1666 1611
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668 dragon_level_gain (who); 1613 dragon_level_gain (who);
1669 1614
1670 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1617 {
1680 { 1625 {
1681 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1683 else 1628 else
1684 sprintf (buf, "You are now level %d.", op->level); 1629 sprintf (buf, "You are now level %d.", op->level);
1630
1685 if (who) 1631 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1633 }
1634
1688 player_lvl_adj (who, op); /* To increase more levels */ 1635 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1636 }
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1638 {
1692 op->level--; 1639 op->level--;
1693 who->update_stats (); 1640 who->update_stats ();
1641
1694 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1695 { 1643 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1646 }
1647
1699 player_lvl_adj (who, op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1700 } 1649 }
1701 1650
1702 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr); 1652 esrv_update_stats (who->contr);
2014 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2015 } 1964 }
2016 1965
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1968
2019 if (level_loss < 0) 1969 if (level_loss < 0)
2020 level_loss = 0; 1970 level_loss = 0;
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022 1972
2023 op->stats.exp -= loss; 1973 op->stats.exp -= loss;

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