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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 1.56 by root, Sun May 13 15:13:57 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
1288 * improvement every level, now its fighterlevel/5. So 1285 * improvement every level, now its fighterlevel/5. So
1289 * we give the player a bonus here in wc and dam 1286 * we give the player a bonus here in wc and dam
1290 * to make up for the change. Note that I left the 1287 * to make up for the change. Note that I left the
1291 * monster bonus the same as before. -b.t. 1288 * monster bonus the same as before. -b.t.
1292 */ 1289 */
1290 object *wc_obj = chosen_skill;
1293 1291
1294 if (contr && wc_obj && wc_obj->level > 1) 1292 if (contr && wc_obj && wc_obj->level > 1)
1295 { 1293 {
1296 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1297 1295
1319 if (settings.search_items && contr->search_str[0]) 1317 if (settings.search_items && contr->search_str[0])
1320 speed -= 1; 1318 speed -= 1;
1321 1319
1322 if (attacktype == 0) 1320 if (attacktype == 0)
1323 attacktype = arch->clone.attacktype; 1321 attacktype = arch->clone.attacktype;
1324
1325 } /* End if player */ 1322 } /* End if player */
1326 1323
1327 if (added_speed >= 0) 1324 if (added_speed >= 0)
1328 speed += added_speed / 10.f; 1325 speed += added_speed / 10.f;
1329 else /* Something wrong here...: */ 1326 else /* Something wrong here...: */
1363 * that would just be a real pain to read. 1360 * that would just be a real pain to read.
1364 */ 1361 */
1365 float M = (max_carry[stats.Str] - 121) / 121.f; 1362 float M = (max_carry[stats.Str] - 121) / 121.f;
1366 float M2 = max_carry[stats.Str] / 100.f; 1363 float M2 = max_carry[stats.Str] / 100.f;
1367 float W = weapon_weight / 20000.f; 1364 float W = weapon_weight / 20000.f;
1368 float s = 2 - weapon_speed / 10.f; 1365 float s = (20 - weapon_speed) / 10.f;
1369 float D = (stats.Dex - 14) / 14.f; 1366 float D = (stats.Dex - 14) / 14.f;
1370 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;
1371 1368
1372 K *= (4 + level) *1.2f / (6 + level); 1369 K *= (4 + level) * 1.2f / (6 + level);
1373 1370
1374 if (K <= 0.f) 1371 if (K <= 0.01f)
1375 K = 0.01f; 1372 K = 0.01f;
1376 1373
1377 float S = speed / (K * s); 1374 float S = speed / (K * s);
1378 1375
1379 contr->weapon_sp = S; 1376 contr->weapon_sp = S;
1381 1378
1382 /* 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: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1381 stats.dam = arch->clone.stats.dam * 3;
1385 1382
1386 /* Prevent overflows of wc - best you can get is ABS(120) - this 1383 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 * should be more than enough - remember, AC is also in 8 bits, 1384 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 1385
1404 /* 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,
1405 * give them walking as a default. 1387 * give them walking as a default.
1406 * 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
1407 * old behaviour - if your flying, your not walking - just 1389 * old behaviour - if your flying, your not walking - just
1587 if (!skill_obj) 1569 if (!skill_obj)
1588 { 1570 {
1589 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);
1590 return NULL; 1572 return NULL;
1591 } 1573 }
1574
1592 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1593 * still doesn't know it. 1576 * still doesn't know it.
1594 */ 1577 */
1595 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1596 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1980 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
1981 } 1964 }
1982 1965
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 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)]; 1967 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1968
1985 if (level_loss < 0) 1969 if (level_loss < 0)
1986 level_loss = 0; 1970 level_loss = 0;
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1988 1972
1989 op->stats.exp -= loss; 1973 op->stats.exp -= loss;

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