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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 1.61 by root, Fri May 18 15:05:08 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 {
904 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
905 { 867 {
906 if (type == PLAYER) 868 if (type == PLAYER)
907 { 869 {
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
909 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])
910 continue; 875 continue;
911 876
912 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
914 879
915 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
916 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
918 */ 883 */
919 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 } 943 }
979 } 944 }
980 945
981 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 948 {
985 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
1033 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1034 case SKILL: 998 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1036 break; 1000 break;
1037 1001
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill) 1002 if (chosen_skill)
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1004 &name, &chosen_skill->name, &tmp->name);
1043 1005
1044 chosen_skill = tmp; 1006 chosen_skill = tmp;
1045 1007
1046 if (tmp->stats.dam > 0) 1008 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 1009 { /* skill is a 'weapon' */
1050 1012
1051 if (weapon_speed < 0) 1013 if (weapon_speed < 0)
1052 weapon_speed = 0; 1014 weapon_speed = 0;
1053 1015
1054 weapon_weight = tmp->weight; 1016 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1017 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1056 1018
1057 if (tmp->magic) 1019 if (tmp->magic)
1058 stats.dam += tmp->magic; 1020 stats.dam += tmp->magic;
1059 } 1021 }
1060 1022
1068 ac -= tmp->stats.ac + tmp->magic; 1030 ac -= tmp->stats.ac + tmp->magic;
1069 1031
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1032 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1033 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072 1034
1073 break;
1074
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break; 1035 break;
1081 1036
1082 case SHIELD: 1037 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1038 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1039 contr->encumbrance += (int) tmp->weight / 2000;
1264 stats.maxsp = (sint16)sp_tmp; 1219 stats.maxsp = (sint16)sp_tmp;
1265 1220
1266 for (i = 11; i <= mana_obj->level; i++) 1221 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2; 1222 stats.maxsp += 2;
1268 } 1223 }
1224
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1225 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1226 if (stats.sp > stats.maxsp * 2)
1271 stats.sp = stats.maxsp * 2; 1227 stats.sp = stats.maxsp * 2;
1272 1228
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1229 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1304 1260
1305 /* two grace points per level after 11 */ 1261 /* two grace points per level after 11 */
1306 for (i = 11; i <= grace_obj->level; i++) 1262 for (i = 11; i <= grace_obj->level; i++)
1307 stats.maxgrace += 2; 1263 stats.maxgrace += 2;
1308 } 1264 }
1265
1309 /* No limit on grace vs maxgrace */ 1266 /* No limit on grace vs maxgrace */
1310 1267
1311 if (contr->braced) 1268 if (contr->braced)
1312 { 1269 {
1313 ac += 2; 1270 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1282 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1283 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1284 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1285 * monster bonus the same as before. -b.t.
1329 */ 1286 */
1287 object *wc_obj = chosen_skill;
1330 1288
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1289 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1290 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1291 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1292
1335 for (i = 1; i < wc_obj->level; i++) 1293 for (i = 1; i < wc_obj->level; i++)
1336 { 1294 {
1337 /* addtional wc every 6 levels */ 1295 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1296 if (!(i % 6))
1339 wc--; 1297 wc--;
1340 1298
1341 /* addtional dam every 4 levels. */ 1299 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1300 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1301 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1302 }
1345 } 1303 }
1346 else 1304 else
1356 if (settings.search_items && contr->search_str[0]) 1314 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1315 speed -= 1;
1358 1316
1359 if (attacktype == 0) 1317 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype; 1318 attacktype = arch->clone.attacktype;
1361
1362 } /* End if player */ 1319 } /* End if player */
1363 1320
1364 if (added_speed >= 0) 1321 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1322 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1323 else /* Something wrong here...: */
1400 * that would just be a real pain to read. 1357 * that would just be a real pain to read.
1401 */ 1358 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1359 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1360 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1361 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1362 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1363 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1364 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1365
1409 K *= (4 + level) *1.2f / (6 + level); 1366 K *= (4 + level) * 1.2f / (6 + level);
1410 1367
1411 if (K <= 0.f) 1368 if (K <= 0.01f)
1412 K = 0.01f; 1369 K = 0.01f;
1413 1370
1414 float S = speed / (K * s); 1371 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1372 }
1418 1373
1419 /* I want to limit the power of small monsters with big weapons: */ 1374 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1375 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1376 stats.dam = arch->clone.stats.dam * 3;
1422 1377
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1378 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1379 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 1380
1441 /* if for some reason the creature doesn't have any move type, 1381 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1382 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1383 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1384 * old behaviour - if your flying, your not walking - just
1624 if (!skill_obj) 1564 if (!skill_obj)
1625 { 1565 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1566 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627 return NULL; 1567 return NULL;
1628 } 1568 }
1569
1629 /* clear the flag - exp goes into this bucket, but player 1570 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1571 * still doesn't know it.
1631 */ 1572 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1574 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1575 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1576 insert_ob_in_ob (skill_obj, op);
1636 1577
1637 if (op->contr) 1578 if (player *pl = op->contr)
1638 { 1579 {
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1580 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns) 1581 if (pl->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1582 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 } 1583 }
1643 1584
1644 return skill_obj; 1585 return skill_obj;
1645} 1586}
1646
1647 1587
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1588/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1589 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1590 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1591 * don't really gain levels
1662 1602
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1603 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1604 {
1665 op->level++; 1605 op->level++;
1666 1606
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1607 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668 dragon_level_gain (who); 1608 dragon_level_gain (who);
1669 1609
1670 /* Only roll these if it is the player (who) that gained the level */ 1610 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1611 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1612 {
1680 { 1620 {
1681 if (op->type != PLAYER) 1621 if (op->type != PLAYER)
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1683 else 1623 else
1684 sprintf (buf, "You are now level %d.", op->level); 1624 sprintf (buf, "You are now level %d.", op->level);
1625
1685 if (who) 1626 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1627 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1628 }
1629
1688 player_lvl_adj (who, op); /* To increase more levels */ 1630 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1631 }
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1632 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1633 {
1692 op->level--; 1634 op->level--;
1693 who->update_stats (); 1635 who->update_stats ();
1636
1694 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1695 { 1638 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 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); 1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1641 }
1642
1699 player_lvl_adj (who, op); /* To decrease more levels */ 1643 player_lvl_adj (who, op); /* To decrease more levels */
1700 } 1644 }
1701 1645
1702 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr); 1647 esrv_update_stats (who->contr);
2014 player_lvl_adj (op, tmp); 1958 player_lvl_adj (op, tmp);
2015 } 1959 }
2016 1960
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1961 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)]; 1962 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1963
2019 if (level_loss < 0) 1964 if (level_loss < 0)
2020 level_loss = 0; 1965 level_loss = 0;
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1966 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022 1967
2023 op->stats.exp -= loss; 1968 op->stats.exp -= loss;

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