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Comparing deliantra/server/common/living.C (file contents):
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
757 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
758 */ 757 */
759void 758void
760object::update_stats () 759object::update_stats ()
761{ 760{
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
769 768
770 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 770 if (type == PLAYER)
772 { 771 {
773 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i); 773 stat_sum [i] = contr->orig_stats.stat (i);
775 774
776 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 776 contr->encumbrance = 0;
778 777
779 attacktype = 0; 778 attacktype = 0;
817 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
818 * archetype clone 817 * archetype clone
819 */ 818 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
821 820
822 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
823 { 822 {
824 if (resist[i] > 0) 823 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
826 else 825 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
914 && !tmp->flag [FLAG_CURSED] 913 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 914 && !tmp->flag [FLAG_DAMNED])
916 continue; 915 continue;
917 916
918 for (int i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 919
922 if (digest_types [tmp->type]) 920 if (digest_types [tmp->type])
923 { 921 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 922 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
926 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 927 }
934 current_weapon = tmp; 932 current_weapon = tmp;
935 } 933 }
936 934
937 /* Update slots used for items */ 935 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 938 slot[i].used += tmp->slot[i].info;
941 939
942 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
943 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f;
945
946 if (speed_reduce_from_disease == 0)
947 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
948 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
949 943
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 948 */
955 if (tmp->type != POTION) 949 if (tmp->type != POTION)
956 { 950 {
957 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
958 { 952 {
959 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
961 */ 955 */
962 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
1167 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1171 */ 1165 */
1172 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1167 {
1174 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1175 1169
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1178 } 1172 }
1179 1173
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER) 1174 if (type == PLAYER)
1182 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1183 int pl_level;
1184 1184
1185 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1186 pl_level = level; 1186 pl_level = level;
1187 1187
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190 1190
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1193 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1195 { 1196 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 1198
1198 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1200 j++; 1201 j++;
1201 else 1202 else
1202 j--; 1203 j--;
1203 1204
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 } 1206 }
1206 1207
1207 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1208 stats.maxhp += 2;
1209 1209
1210 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1212 1212
1213 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1228 stats.maxsp = 1; 1228 stats.maxsp = 1;
1229 else 1229 else
1230 { 1230 {
1231 float sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1232 1232
1233 for (i = 1; i <= min (10, mana_obj->level); i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 { 1234 {
1235 float stmp; 1235 float stmp;
1236 1236
1237 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1238 if (i < 2) 1238 if (i < 2)
1262 * 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
1263 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1264 */ 1264 */
1265 float sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1266 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++) 1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 { 1268 {
1269 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1270 1270
1271 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1272 if (i < 2) 1272 if (i < 2)
1306 1306
1307 if (contr && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1308 { 1308 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310 1310
1311 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1312 { 1312 {
1313 /* additional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1314 if (!(i % 6)) 1314 if (!(i % 6))
1315 wc--; 1315 wc--;
1316 1316
1349 /* 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)
1350 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1353 */ 1353 */
1354 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0) 1355 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 } 1357 }
1358 1358
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1360 1361
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1362 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1364 */
1364 speed = speed * speed_reduce_from_disease;
1365
1366 if (speed < 0.01f && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1367 speed = 0.01f; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1368 1370
1369 if (type == PLAYER) 1371 if (type == PLAYER)
1370 { 1372 {
1371 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1404 if (move_type == 0) 1406 if (move_type == 0)
1405 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1408 1410
1409 if (speed != old_speed)
1410 set_speed (speed);
1411
1412 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now. 1412 * so we will check that now.
1414 */ 1413 */
1415 if (type == PLAYER) 1414 if (type == PLAYER)
1416 { 1415 {
1476 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1476 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1480 1479
1481 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1482 1481
1483 /* now set the new title */ 1482 /* now set the new title */
1484 if (pl->contr != NULL) 1483 if (pl->contr)
1485 { 1484 {
1486 if (level == 0) 1485 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1) 1487 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);

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