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/cvs/deliantra/server/common/living.C
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Comparing deliantra/server/common/living.C (file contents):
Revision 1.54 by root, Sat May 12 19:30:18 2007 UTC vs.
Revision 1.58 by root, Wed May 16 23:40:06 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
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\n", &name);
1004 1004
1005 chosen_skill = tmp; 1005 chosen_skill = tmp;
1006 1006
1029 ac -= tmp->stats.ac + tmp->magic; 1029 ac -= tmp->stats.ac + tmp->magic;
1030 1030
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1031 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1032 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033 1033
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; 1034 break;
1042 1035
1043 case SHIELD: 1036 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1037 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1038 contr->encumbrance += (int) tmp->weight / 2000;
1288 * improvement every level, now its fighterlevel/5. So 1281 * improvement every level, now its fighterlevel/5. So
1289 * we give the player a bonus here in wc and dam 1282 * we give the player a bonus here in wc and dam
1290 * to make up for the change. Note that I left the 1283 * to make up for the change. Note that I left the
1291 * monster bonus the same as before. -b.t. 1284 * monster bonus the same as before. -b.t.
1292 */ 1285 */
1286 object *wc_obj = chosen_skill;
1293 1287
1294 if (contr && wc_obj && wc_obj->level > 1) 1288 if (contr && wc_obj && wc_obj->level > 1)
1295 { 1289 {
1296 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1290 wc -= wc_obj->level + thaco_bonus[stats.Str];
1297 1291
1319 if (settings.search_items && contr->search_str[0]) 1313 if (settings.search_items && contr->search_str[0])
1320 speed -= 1; 1314 speed -= 1;
1321 1315
1322 if (attacktype == 0) 1316 if (attacktype == 0)
1323 attacktype = arch->clone.attacktype; 1317 attacktype = arch->clone.attacktype;
1324
1325 } /* End if player */ 1318 } /* End if player */
1326 1319
1327 if (added_speed >= 0) 1320 if (added_speed >= 0)
1328 speed += added_speed / 10.f; 1321 speed += added_speed / 10.f;
1329 else /* Something wrong here...: */ 1322 else /* Something wrong here...: */
1363 * that would just be a real pain to read. 1356 * that would just be a real pain to read.
1364 */ 1357 */
1365 float M = (max_carry[stats.Str] - 121) / 121.f; 1358 float M = (max_carry[stats.Str] - 121) / 121.f;
1366 float M2 = max_carry[stats.Str] / 100.f; 1359 float M2 = max_carry[stats.Str] / 100.f;
1367 float W = weapon_weight / 20000.f; 1360 float W = weapon_weight / 20000.f;
1368 float s = 2 - weapon_speed / 10.f; 1361 float s = (20 - weapon_speed) / 10.f;
1369 float D = (stats.Dex - 14) / 14.f; 1362 float D = (stats.Dex - 14) / 14.f;
1370 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1363 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1371 1364
1372 K *= (4 + level) *1.2f / (6 + level); 1365 K *= (4 + level) * 1.2f / (6 + level);
1373 1366
1374 if (K <= 0.f) 1367 if (K <= 0.01f)
1375 K = 0.01f; 1368 K = 0.01f;
1376 1369
1377 float S = speed / (K * s); 1370 float S = speed / (K * s);
1378 1371
1379 contr->weapon_sp = S; 1372 contr->weapon_sp = S;
1381 1374
1382 /* I want to limit the power of small monsters with big weapons: */ 1375 /* I want to limit the power of small monsters with big weapons: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1377 stats.dam = arch->clone.stats.dam * 3;
1385 1378
1386 /* Prevent overflows of wc - best you can get is ABS(120) - this 1379 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 * should be more than enough - remember, AC is also in 8 bits, 1380 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 * so its value is the same.
1389 */
1390 if (wc > 120)
1391 wc = 120;
1392 else if (wc < -120)
1393 wc = -120;
1394
1395 stats.wc = wc;
1396
1397 if (ac > 120)
1398 ac = 120;
1399 else if (ac < -120)
1400 ac = -120;
1401
1402 stats.ac = ac;
1403 1381
1404 /* if for some reason the creature doesn't have any move type, 1382 /* if for some reason the creature doesn't have any move type,
1405 * give them walking as a default. 1383 * give them walking as a default.
1406 * The second case is a special case - to more closely mimic the 1384 * The second case is a special case - to more closely mimic the
1407 * old behaviour - if your flying, your not walking - just 1385 * old behaviour - if your flying, your not walking - just
1587 if (!skill_obj) 1565 if (!skill_obj)
1588 { 1566 {
1589 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1567 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1590 return NULL; 1568 return NULL;
1591 } 1569 }
1570
1592 /* clear the flag - exp goes into this bucket, but player 1571 /* clear the flag - exp goes into this bucket, but player
1593 * still doesn't know it. 1572 * still doesn't know it.
1594 */ 1573 */
1595 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1596 skill_obj->stats.exp = 0; 1575 skill_obj->stats.exp = 0;
1597 skill_obj->level = 1; 1576 skill_obj->level = 1;
1598 insert_ob_in_ob (skill_obj, op); 1577 insert_ob_in_ob (skill_obj, op);
1599 1578
1600 if (op->contr) 1579 if (player *pl = op->contr)
1601 { 1580 {
1602 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1603 if (op->contr->ns) 1582 if (pl->ns)
1604 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1583 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1605 } 1584 }
1606 1585
1607 return skill_obj; 1586 return skill_obj;
1608} 1587}
1609 1588
1980 player_lvl_adj (op, tmp); 1959 player_lvl_adj (op, tmp);
1981 } 1960 }
1982 1961
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1962 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1963 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1964
1985 if (level_loss < 0) 1965 if (level_loss < 0)
1986 level_loss = 0; 1966 level_loss = 0;
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1967 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1988 1968
1989 op->stats.exp -= loss; 1969 op->stats.exp -= loss;

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