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Comparing deliantra/server/common/living.C (file contents):
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC vs.
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC

704 stats.stat (i) += v; 704 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
706 } 706 }
707} 707}
708 708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
748
709/* 749/*
710 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
713 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
718 */ 758 */
719void 759void
720object::update_stats () 760object::update_stats ()
721{ 761{
722 int i, j; 762 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 764 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 767 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 768 float old_speed = speed;
799 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 840 * that their protection from physical goes down
801 */ 841 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 843 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 846 }
807 else 847 else
808 ac = arch->stats.ac; 848 ac = arch->stats.ac;
809 849
810 stats.luck = arch->stats.luck; 850 stats.luck = arch->stats.luck;
811 speed = arch->speed; 851 speed = arch->speed;
812
813 sint16 digestion = 0; // a local var to add digestion
814 852
815 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
816 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
817 */ 855 */
818 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
877 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
878 continue; 916 continue;
879 917
880 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
881 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
882 921
883 /* These are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
884 * spell point recovery and mana point recovery. Seems sort of an arbitary
885 * list, but other items store other info into stats array.
886 */
887 if (tmp->type == WEAPON || tmp->type == BOW ||
888 tmp->type == ARMOUR || tmp->type == HELMET ||
889 tmp->type == SHIELD || tmp->type == RING ||
890 tmp->type == BOOTS || tmp->type == GLOVES ||
891 tmp->type == AMULET || tmp->type == GIRDLE ||
892 tmp->type == BRACERS || tmp->type == CLOAK ||
893 tmp->type == DISEASE || tmp->type == FORCE ||
894 tmp->type == SKILL)
895 { 923 {
896 digestion += tmp->stats.food; 924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
897 contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
898 contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
899 contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
900 contr->gen_sp_armour += tmp->gen_sp_armour; 928 contr->gen_sp_armour += tmp->gen_sp_armour;
901 } 929 }
932 * a straight MAX, as potion_resist is initialised to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
933 */ 961 */
934 if (tmp->type == POTION_EFFECT) 962 if (tmp->type == POTION_EFFECT)
935 { 963 {
936 if (potion_resist[i]) 964 if (potion_resist[i])
937 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
938 else 966 else
939 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
940 } 968 }
941 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
942 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
954 path_denied |= tmp->path_denied; 982 path_denied |= tmp->path_denied;
955 move_type |= tmp->move_type; 983 move_type |= tmp->move_type;
956 stats.luck += tmp->stats.luck; 984 stats.luck += tmp->stats.luck;
957 } 985 }
958 986
959 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 987 flag |= tmp->flag & copy_flags;
960 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
961 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
966 988
967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
968 SET_FLAG (this, FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
969 991
970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1127 wc -= (tmp->stats.wc + tmp->magic); 1149 wc -= (tmp->stats.wc + tmp->magic);
1128 1150
1129 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1131 1153
1132 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1154 if (ARMOUR_SPEED (tmp))
1133 max = ARMOUR_SPEED (tmp) / 10.f; 1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1134 1156
1135 break; 1157 break;
1136 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1137 } /* item is equipped */ 1159 } /* item is equipped */
1138 } /* for loop of items */ 1160 } /* for loop of items */
1139
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142 1161
1143 /* We've gone through all the objects the player has equipped. For many things, we 1162 /* We've gone through all the objects the player has equipped. For many things, we
1144 * have generated intermediate values which we now need to assign. 1163 * have generated intermediate values which we now need to assign.
1145 */ 1164 */
1146 1165
1175 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1176 { 1195 {
1177 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1178 1197
1179 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1180 {
1181 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1182 j++; 1200 j++;
1183 else 1201 else
1184 j--; 1202 j--;
1185 }
1186 1203
1187 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1188 } 1205 }
1189 1206
1190 for (i = 11; i <= level; i++) 1207 for (i = 11; i <= level; i++)
1209 1226
1210 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1211 stats.maxsp = 1; 1228 stats.maxsp = 1;
1212 else 1229 else
1213 { 1230 {
1214 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1215 1232
1216 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (i = 1; i <= min (10, mana_obj->level); i++)
1217 { 1234 {
1218 float stmp; 1235 float stmp;
1219 1236
1220 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1221 if (i < 2) 1238 if (i < 2)
1222 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1223 else 1240 else
1224 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1225 1242
1226 if (stmp < 1.f)
1227 stmp = 1.f;
1228
1229 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1230 } 1244 }
1231 1245
1232 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1233
1234 for (i = 11; i <= mana_obj->level; i++)
1235 stats.maxsp += 2;
1236 } 1247 }
1237 1248
1238 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1239 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1240 stats.sp = stats.maxsp * 2;
1241 1251
1242 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1243 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1244 grace_obj = this; 1254 grace_obj = this;
1245 1255
1250 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1251 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1252 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1253 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1254 */ 1264 */
1255 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1256 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++)
1257 { 1268 {
1258 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1259 1270
1260 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1261 if (i < 2) 1272 if (i < 2)
1262 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1263 else 1274 else
1264 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1265 1276
1266 if (grace_tmp < 1.f)
1267 grace_tmp = 1.f;
1268
1269 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1270 } 1278 }
1271 1279
1272 stats.maxgrace = (sint16)sp_tmp;
1273
1274 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1275 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1276 stats.maxgrace += 2;
1277 } 1282 }
1278 1283
1279 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1280 1285
1281 if (contr->braced) 1286 if (contr->braced)
1335 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1338 1343
1339 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1340 if (speed > max) 1345 speed = min (speed, max_speed);
1341 speed = max;
1342 1346
1343 if (type == PLAYER) 1347 if (type == PLAYER)
1344 { 1348 {
1345 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1604 */ 1608 */
1605void 1609void
1606player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1607{ 1611{
1608 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1609 1614
1610 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1611 op = who; 1616 op = who;
1612 1617
1613 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1614 { 1619 {
1620 changed = true;
1621
1615 op->level++; 1622 op->level++;
1616 1623
1617 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1618 dragon_level_gain (who); 1625 dragon_level_gain (who);
1619 1626
1623 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1624 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1625 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1626 } 1633 }
1627 1634
1628 who->update_stats ();
1629 if (op->level > 1) 1635 if (op->level > 1)
1630 { 1636 {
1631 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1633 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1634 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1635 1647
1636 if (who) 1648 if (who)
1637 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1638 } 1650 }
1639
1640 player_lvl_adj (who, op); /* To increase more levels */
1641 } 1651 }
1652
1642 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 { 1654 {
1655 changed = true;
1656
1644 op->level--; 1657 op->level--;
1645 who->update_stats ();
1646 1658
1647 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1648 { 1660 {
1649 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1651 } 1663 }
1664 }
1652 1665
1653 player_lvl_adj (who, op); /* To decrease more levels */ 1666 if (changed)
1654 } 1667 {
1655 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1656 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1657 esrv_update_stats (who->contr);
1658 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1659} 1673}
1660 1674
1661/* 1675/*
1662 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1663 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level

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