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/cvs/deliantra/server/common/living.C
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Comparing deliantra/server/common/living.C (file contents):
Revision 1.52 by root, Sat May 12 18:34:19 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 {
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
940 } 940 }
941 } 941 }
942 942
943 /* There may be other things that should not adjust the attacktype */ 943 /* There may be other things that should not adjust the attacktype */
944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 944 if (tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 { 945 {
947 attacktype |= tmp->attacktype; 946 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned; 947 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled; 948 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied; 949 path_denied |= tmp->path_denied;
995 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
996 case SKILL: 995 case SKILL:
997 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
998 break; 997 break;
999 998
1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1002
1003 if (chosen_skill) 999 if (chosen_skill)
1004 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);
1005 1001
1006 chosen_skill = tmp; 1002 chosen_skill = tmp;
1007 1003
1012 1008
1013 if (weapon_speed < 0) 1009 if (weapon_speed < 0)
1014 weapon_speed = 0; 1010 weapon_speed = 0;
1015 1011
1016 weapon_weight = tmp->weight; 1012 weapon_weight = tmp->weight;
1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1013 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9);
1018 1014
1019 if (tmp->magic) 1015 if (tmp->magic)
1020 stats.dam += tmp->magic; 1016 stats.dam += tmp->magic;
1021 } 1017 }
1022 1018
1226 stats.maxsp = (sint16)sp_tmp; 1222 stats.maxsp = (sint16)sp_tmp;
1227 1223
1228 for (i = 11; i <= mana_obj->level; i++) 1224 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2; 1225 stats.maxsp += 2;
1230 } 1226 }
1227
1231 /* Characters can get their sp supercharged via rune of transferrance */ 1228 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2) 1229 if (stats.sp > stats.maxsp * 2)
1233 stats.sp = stats.maxsp * 2; 1230 stats.sp = stats.maxsp * 2;
1234 1231
1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1232 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1266 1263
1267 /* two grace points per level after 11 */ 1264 /* two grace points per level after 11 */
1268 for (i = 11; i <= grace_obj->level; i++) 1265 for (i = 11; i <= grace_obj->level; i++)
1269 stats.maxgrace += 2; 1266 stats.maxgrace += 2;
1270 } 1267 }
1268
1271 /* No limit on grace vs maxgrace */ 1269 /* No limit on grace vs maxgrace */
1272 1270
1273 if (contr->braced) 1271 if (contr->braced)
1274 { 1272 {
1275 ac += 2; 1273 ac += 2;
1287 * improvement every level, now its fighterlevel/5. So 1285 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam 1286 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the 1287 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t. 1288 * monster bonus the same as before. -b.t.
1291 */ 1289 */
1290 object *wc_obj = chosen_skill;
1292 1291
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1292 if (contr && wc_obj && wc_obj->level > 1)
1294 { 1293 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1294 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296 1295
1297 for (i = 1; i < wc_obj->level; i++) 1296 for (i = 1; i < wc_obj->level; i++)
1298 { 1297 {
1299 /* addtional wc every 6 levels */ 1298 /* additional wc every 6 levels */
1300 if (!(i % 6)) 1299 if (!(i % 6))
1301 wc--; 1300 wc--;
1302 1301
1303 /* addtional dam every 4 levels. */ 1302 /* additional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1304 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 } 1305 }
1307 } 1306 }
1308 else 1307 else
1318 if (settings.search_items && contr->search_str[0]) 1317 if (settings.search_items && contr->search_str[0])
1319 speed -= 1; 1318 speed -= 1;
1320 1319
1321 if (attacktype == 0) 1320 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype; 1321 attacktype = arch->clone.attacktype;
1323
1324 } /* End if player */ 1322 } /* End if player */
1325 1323
1326 if (added_speed >= 0) 1324 if (added_speed >= 0)
1327 speed += added_speed / 10.f; 1325 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */ 1326 else /* Something wrong here...: */
1362 * that would just be a real pain to read. 1360 * that would just be a real pain to read.
1363 */ 1361 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f; 1362 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f; 1363 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f; 1364 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f; 1365 float s = (20 - weapon_speed) / 10.f;
1368 float D = (stats.Dex - 14) / 14.f; 1366 float D = (stats.Dex - 14) / 14.f;
1369 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;
1370 1368
1371 K *= (4 + level) *1.2f / (6 + level); 1369 K *= (4 + level) * 1.2f / (6 + level);
1372 1370
1373 if (K <= 0.f) 1371 if (K <= 0.01f)
1374 K = 0.01f; 1372 K = 0.01f;
1375 1373
1376 float S = speed / (K * s); 1374 float S = speed / (K * s);
1377 1375
1378 contr->weapon_sp = S; 1376 contr->weapon_sp = S;
1380 1378
1381 /* 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: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1380 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3; 1381 stats.dam = arch->clone.stats.dam * 3;
1384 1382
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this 1383 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 * should be more than enough - remember, AC is also in 8 bits, 1384 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387 * so its value is the same.
1388 */
1389 if (wc > 120)
1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1394 stats.wc = wc;
1395
1396 if (ac > 120)
1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1401 stats.ac = ac;
1402 1385
1403 /* 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,
1404 * give them walking as a default. 1387 * give them walking as a default.
1405 * 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
1406 * old behaviour - if your flying, your not walking - just 1389 * old behaviour - if your flying, your not walking - just
1586 if (!skill_obj) 1569 if (!skill_obj)
1587 { 1570 {
1588 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);
1589 return NULL; 1572 return NULL;
1590 } 1573 }
1574
1591 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it. 1576 * still doesn't know it.
1593 */ 1577 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1604 } 1588 }
1605 1589
1606 return skill_obj; 1590 return skill_obj;
1607} 1591}
1608 1592
1609
1610/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1611 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels 1596 * don't really gain levels
1614 * who is the player, op is what we are checking to gain the level 1597 * who is the player, op is what we are checking to gain the level
1624 1607
1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 { 1609 {
1627 op->level++; 1610 op->level++;
1628 1611
1629 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1612 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1630 dragon_level_gain (who); 1613 dragon_level_gain (who);
1631 1614
1632 /* Only roll these if it is the player (who) that gained the level */ 1615 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1616 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1617 {
1642 { 1625 {
1643 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1627 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 else 1628 else
1646 sprintf (buf, "You are now level %d.", op->level); 1629 sprintf (buf, "You are now level %d.", op->level);
1630
1647 if (who) 1631 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1632 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1633 }
1634
1650 player_lvl_adj (who, op); /* To increase more levels */ 1635 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1636 }
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1637 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1638 {
1654 op->level--; 1639 op->level--;
1655 who->update_stats (); 1640 who->update_stats ();
1641
1656 if (op->type != PLAYER) 1642 if (op->type != PLAYER)
1657 { 1643 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1645 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1646 }
1647
1661 player_lvl_adj (who, op); /* To decrease more levels */ 1648 player_lvl_adj (who, op); /* To decrease more levels */
1662 } 1649 }
1663 1650
1664 /* check if the spell data has changed */ 1651 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr); 1652 esrv_update_stats (who->contr);
1976 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
1977 } 1964 }
1978 1965
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1980 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
1981 if (level_loss < 0) 1969 if (level_loss < 0)
1982 level_loss = 0; 1970 level_loss = 0;
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1971 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1984 1972
1985 op->stats.exp -= loss; 1973 op->stats.exp -= loss;

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