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Comparing deliantra/server/common/living.C (file contents):
Revision 1.39 by root, Sun Apr 29 14:39:55 2007 UTC vs.
Revision 1.45 by root, Mon Apr 30 04:25:29 2007 UTC

850 contr->gen_hp = 0; 850 contr->gen_hp = 0;
851 contr->gen_sp = 0; 851 contr->gen_sp = 0;
852 contr->gen_grace = 0; 852 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 854 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 855 }
865 856
866 memcpy (body_used, body_info, sizeof (body_info)); 857 memcpy (body_used, body_info, sizeof (body_info));
867 858
868 slaying = 0; 859 slaying = 0;
935 */ 926 */
936 if (tmp->glow_radius > glow_radius) 927 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 928 glow_radius = tmp->glow_radius;
938 929
939 /* This happens because apply_potion calls change_abil with the potion 930 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 931 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 932 * then calls this function.
942 */ 933 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 935 continue;
945 936
979 || (tmp->type == SKILL 970 || (tmp->type == SKILL
980 && tmp->subtype == SK_PRAYING)) 971 && tmp->subtype == SK_PRAYING))
981 { 972 {
982 if (type == PLAYER) 973 if (type == PLAYER)
983 { 974 {
984 if (tmp->type == BOW)
985 contr->ranges[range_bow] = tmp;
986
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
988 contr->ranges[range_misc] = tmp;
989
990 for (i = 0; i < NUM_STATS; i++) 975 for (i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 976 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
992 977
993 /* these are the items that currently can change digestion, regeneration, 978 /* these are the items that currently can change digestion, regeneration,
994 * spell point recovery and mana point recovery. Seems sort of an arbitary 979 * spell point recovery and mana point recovery. Seems sort of an arbitary
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 1002 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 1003 body_used[i] += tmp->body_info[i];
1019 1004
1020 if (tmp->type == SYMPTOM) 1005 if (tmp->type == SYMPTOM)
1021 { 1006 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 1007 speed_reduce_from_disease = tmp->last_sp / 100.f;
1023 1008
1024 if (speed_reduce_from_disease == 0) 1009 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1; 1010 speed_reduce_from_disease = 1;
1026 } 1011 }
1027 1012
1080 1065
1081 if (tmp->stats.exp && tmp->type != SKILL) 1066 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 1067 {
1083 if (tmp->stats.exp > 0) 1068 if (tmp->stats.exp > 0)
1084 { 1069 {
1085 added_speed += (float) tmp->stats.exp / 3.0; 1070 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 1071 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 1072 }
1088 else 1073 else
1089 added_speed += (float) tmp->stats.exp; 1074 added_speed += tmp->stats.exp;
1090 } 1075 }
1091 1076
1092 switch (tmp->type) 1077 switch (tmp->type)
1093 { 1078 {
1079 case WAND:
1080 case ROD:
1081 case HORN:
1082 if (type == PLAYER)
1083 {
1084 contr->ranged_skill = this;
1085 contr->ranged_ob = tmp;
1086 }
1087 break;
1088
1094 /* skills modifying the character -b.t. */ 1089 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */ 1090 /* for all skills and skill granting objects */
1096 case SKILL: 1091 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1098 break; 1093 break;
1106 chosen_skill = tmp; 1101 chosen_skill = tmp;
1107 1102
1108 if (tmp->stats.dam > 0) 1103 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 1104 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1111 weapon_speed = (int) WEAPON_SPEED (tmp); 1106 weapon_speed = WEAPON_SPEED (tmp);
1112 1107
1113 if (weapon_speed < 0) 1108 if (weapon_speed < 0)
1114 weapon_speed = 0; 1109 weapon_speed = 0;
1115 1110
1116 weapon_weight = tmp->weight; 1111 weapon_weight = tmp->weight;
1119 if (tmp->magic) 1114 if (tmp->magic)
1120 stats.dam += tmp->magic; 1115 stats.dam += tmp->magic;
1121 } 1116 }
1122 1117
1123 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1119 wc -= tmp->stats.wc + tmp->magic;
1125 1120
1126 if (tmp->slaying != NULL) 1121 if (tmp->slaying)
1127 slaying = tmp->slaying; 1122 slaying = tmp->slaying;
1128 1123
1129 if (tmp->stats.ac) 1124 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1125 ac -= tmp->stats.ac + tmp->magic;
1131 1126
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1127 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1128 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1134 1129
1135 if (type == PLAYER) 1130 if (type == PLAYER)
1131 {
1136 contr->ranges[range_skill] = this; 1132 contr->ranged_skill = this;
1133 contr->ranged_ob = tmp;
1134 }
1137 1135
1138 break; 1136 break;
1139 1137
1140 case SKILL_TOOL: 1138 case SKILL_TOOL:
1141 if (chosen_skill) 1139 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1140 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143 1141
1144 chosen_skill = tmp; 1142 chosen_skill = tmp;
1145 1143
1146 if (type == PLAYER) 1144 if (type == PLAYER)
1145 {
1147 contr->ranges[range_skill] = this; 1146 contr->ranged_skill = this;
1147 contr->ranged_ob = tmp;
1148 }
1148 break; 1149 break;
1149 1150
1150 case SHIELD: 1151 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1152 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1153 contr->encumbrance += (int) tmp->weight / 2000;
1168 1169
1169 break; 1170 break;
1170 1171
1171 case BOW: 1172 case BOW:
1172 case WEAPON: 1173 case WEAPON:
1174 if (type != PLAYER
1175 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_BOW ) && tmp->type == BOW )
1176 || (contr->combat_skill && contr->combat_skill->type == SKILL && (skill_flags [contr->combat_skill->subtype] & SF_NEED_WEAPON) && tmp->type == WEAPON))
1177 {
1173 wc -= tmp->stats.wc + tmp->magic; 1178 wc -= tmp->stats.wc + tmp->magic;
1174 1179
1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1180 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176 ac -= tmp->stats.ac + tmp->magic; 1181 ac -= tmp->stats.ac + tmp->magic;
1177 1182
1178 stats.dam += tmp->stats.dam + tmp->magic; 1183 stats.dam += tmp->stats.dam + tmp->magic;
1179 weapon_weight = tmp->weight; 1184 weapon_weight = tmp->weight;
1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1185 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181 1186
1182 if (weapon_speed < 0) 1187 if (weapon_speed < 0)
1183 weapon_speed = 0; 1188 weapon_speed = 0;
1184 1189
1185 slaying = tmp->slaying; 1190 slaying = tmp->slaying;
1191
1186 /* If there is desire that two handed weapons should do 1192 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1193 * extra strength damage, this is where the code should
1188 * go. 1194 * go.
1189 */ 1195 */
1196
1190 current_weapon = tmp; 1197 current_weapon = tmp;
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1198
1199 if (type == PLAYER)
1200 {
1201 contr->combat_ob = tmp;
1202
1203 if (settings.spell_encumbrance)
1192 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1204 contr->encumbrance += tmp->weight * 3 / 1000;
1205 }
1206 }
1193 1207
1194 break; 1208 break;
1195 1209
1196 case ARMOUR: /* Only the best of these three are used: */ 1210 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1211 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 contr->encumbrance += (int) tmp->weight / 1000; 1212 contr->encumbrance += tmp->weight / 1000;
1199 1213
1200 case BRACERS: 1214 case BRACERS:
1201 case FORCE: 1215 case FORCE:
1202 if (tmp->stats.wc) 1216 if (tmp->stats.wc)
1203 { 1217 {
1225 wc -= (tmp->stats.wc + tmp->magic); 1239 wc -= (tmp->stats.wc + tmp->magic);
1226 1240
1227 if (tmp->stats.ac) 1241 if (tmp->stats.ac)
1228 ac -= (tmp->stats.ac + tmp->magic); 1242 ac -= (tmp->stats.ac + tmp->magic);
1229 1243
1230 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1244 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max)
1231 max = ARMOUR_SPEED (tmp) / 10.0; 1245 max = ARMOUR_SPEED (tmp) / 10.f;
1232 1246
1233 break; 1247 break;
1234 } /* switch tmp->type */ 1248 } /* switch tmp->type */
1235 } /* item is equipped */ 1249 } /* item is equipped */
1236 } /* for loop of items */ 1250 } /* for loop of items */
1304 1318
1305 if (mana_obj == this && type == PLAYER) 1319 if (mana_obj == this && type == PLAYER)
1306 stats.maxsp = 1; 1320 stats.maxsp = 1;
1307 else 1321 else
1308 { 1322 {
1309 sp_tmp = 0.0; 1323 sp_tmp = 0.f;
1310 1324
1311 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1325 for (i = 1; i <= mana_obj->level && i <= 10; i++)
1312 { 1326 {
1313 float stmp; 1327 float stmp;
1314 1328
1315 /* Got some extra bonus at first level */ 1329 /* Got some extra bonus at first level */
1316 if (i < 2) 1330 if (i < 2)
1317 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1331 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1318 else 1332 else
1319 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1333 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1320 1334
1321 if (stmp < 1.0) 1335 if (stmp < 1.f)
1322 stmp = 1.0; 1336 stmp = 1.f;
1323 1337
1324 sp_tmp += stmp; 1338 sp_tmp += stmp;
1325 } 1339 }
1326 1340
1327 stats.maxsp = (int) sp_tmp; 1341 stats.maxsp = (sint16)sp_tmp;
1328 1342
1329 for (i = 11; i <= mana_obj->level; i++) 1343 for (i = 11; i <= mana_obj->level; i++)
1330 stats.maxsp += 2; 1344 stats.maxsp += 2;
1331 } 1345 }
1332 /* Characters can get their sp supercharged via rune of transferrance */ 1346 /* Characters can get their sp supercharged via rune of transferrance */
1344 /* store grace in a float - this way, the divisions below don't create 1358 /* store grace in a float - this way, the divisions below don't create
1345 * big jumps when you go from level to level - with int's, it then 1359 * big jumps when you go from level to level - with int's, it then
1346 * becomes big jumps when the sums of the bonuses jump to the next 1360 * becomes big jumps when the sums of the bonuses jump to the next
1347 * step of 8 - with floats, even fractional ones are useful. 1361 * step of 8 - with floats, even fractional ones are useful.
1348 */ 1362 */
1349 sp_tmp = 0.0; 1363 sp_tmp = 0.f;
1350 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1364 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++)
1351 { 1365 {
1352 float grace_tmp = 0.0; 1366 float grace_tmp = 0.f;
1353 1367
1354 /* Got some extra bonus at first level */ 1368 /* Got some extra bonus at first level */
1355 if (i < 2) 1369 if (i < 2)
1356 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1370 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1357 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1358 else 1371 else
1359 grace_tmp = (float) contr->levgrace[i]
1360 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1372 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361 1373
1362 if (grace_tmp < 1.0) 1374 if (grace_tmp < 1.f)
1363 grace_tmp = 1.0; 1375 grace_tmp = 1.f;
1364 1376
1365 sp_tmp += grace_tmp; 1377 sp_tmp += grace_tmp;
1366 } 1378 }
1367 1379
1368 stats.maxgrace = (int) sp_tmp; 1380 stats.maxgrace = (sint16)sp_tmp;
1369 1381
1370 /* two grace points per level after 11 */ 1382 /* two grace points per level after 11 */
1371 for (i = 11; i <= grace_obj->level; i++) 1383 for (i = 11; i <= grace_obj->level; i++)
1372 stats.maxgrace += 2; 1384 stats.maxgrace += 2;
1373 } 1385 }
1414 stats.dam += dam_bonus[stats.Str]; 1426 stats.dam += dam_bonus[stats.Str];
1415 1427
1416 if (stats.dam < 1) 1428 if (stats.dam < 1)
1417 stats.dam = 1; 1429 stats.dam = 1;
1418 1430
1419 speed = 1.0 + speed_bonus[stats.Dex]; 1431 speed = 1.f + speed_bonus[stats.Dex];
1420 1432
1421 if (settings.search_items && contr->search_str[0]) 1433 if (settings.search_items && contr->search_str[0])
1422 speed -= 1; 1434 speed -= 1;
1423 1435
1424 if (attacktype == 0) 1436 if (attacktype == 0)
1425 attacktype = arch->clone.attacktype; 1437 attacktype = arch->clone.attacktype;
1426 1438
1427 } /* End if player */ 1439 } /* End if player */
1428 1440
1429 if (added_speed >= 0) 1441 if (added_speed >= 0)
1430 speed += added_speed / 10.0; 1442 speed += added_speed / 10.f;
1431 else /* Something wrong here...: */ 1443 else /* Something wrong here...: */
1432 speed /= (float) (1.0 - added_speed); 1444 speed /= 1.f - added_speed;
1433 1445
1434 /* Max is determined by armour */ 1446 /* Max is determined by armour */
1435 if (speed > max) 1447 if (speed > max)
1436 speed = max; 1448 speed = max;
1437 1449
1442 * weight limit, then player suffers a speed reduction based on how 1454 * weight limit, then player suffers a speed reduction based on how
1443 * much above he is, and what is max carry is 1455 * much above he is, and what is max carry is
1444 */ 1456 */
1445 f = (carrying / 1000) - max_carry[stats.Str]; 1457 f = (carrying / 1000) - max_carry[stats.Str];
1446 if (f > 0) 1458 if (f > 0)
1447 speed = speed / (1.0 + f / max_carry[stats.Str]); 1459 speed = speed / (1.f + f / max_carry[stats.Str]);
1448 } 1460 }
1449 1461
1450 speed += bonus_speed / 10.0; /* Not affected by limits */ 1462 speed += bonus_speed / 10.f; /* Not affected by limits */
1451 1463
1452 /* Put a lower limit on speed. Note with this speed, you move once every 1464 /* Put a lower limit on speed. Note with this speed, you move once every
1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1465 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1454 */ 1466 */
1455 speed = speed * speed_reduce_from_disease; 1467 speed = speed * speed_reduce_from_disease;
1456 1468
1457 if (speed < 0.01 && type == PLAYER) 1469 if (speed < 0.01f && type == PLAYER)
1458 speed = 0.01; 1470 speed = 0.01f;
1459 1471
1460 if (type == PLAYER) 1472 if (type == PLAYER)
1461 { 1473 {
1462 float M, W, s, D, K, S, M2;
1463
1464 /* (This formula was made by vidarl@ifi.uio.no) 1474 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1475 * Note that we never used these values again - basically
1466 * all of these could be subbed into one big equation, but 1476 * all of these could be subbed into one big equation, but
1467 * that would just be a real pain to read. 1477 * that would just be a real pain to read.
1468 */ 1478 */
1469 M = (max_carry[stats.Str] - 121) / 121.0; 1479 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 M2 = max_carry[stats.Str] / 100.0; 1480 float M2 = max_carry[stats.Str] / 100.f;
1471 W = weapon_weight / 20000.0; 1481 float W = weapon_weight / 20000.f;
1472 s = 2 - weapon_speed / 10.0; 1482 float s = 2 - weapon_speed / 10.f;
1473 D = (stats.Dex - 14) / 14.0; 1483 float D = (stats.Dex - 14) / 14.f;
1474 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1484 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1485
1475 K *= (4 + level) / (float) (6 + level) * 1.2; 1486 K *= (4 + level) *1.2f / (6 + level);
1487
1476 if (K <= 0) 1488 if (K <= 0.f)
1477 K = 0.01; 1489 K = 0.01f;
1490
1478 S = speed / (K * s); 1491 float S = speed / (K * s);
1492
1479 contr->weapon_sp = S; 1493 contr->weapon_sp = S;
1480 } 1494 }
1481 1495
1482 /* I want to limit the power of small monsters with big weapons: */ 1496 /* I want to limit the power of small monsters with big weapons: */
1483 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1497 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1484 stats.dam = arch->clone.stats.dam * 3; 1498 stats.dam = arch->clone.stats.dam * 3;
1485 1499
1486 /* Prevent overflows of wc - best you can get is ABS(120) - this 1500 /* Prevent overflows of wc - best you can get is ABS(120) - this
1487 * should be more than enough - remember, AC is also in 8 bits, 1501 * should be more than enough - remember, AC is also in 8 bits,
1488 * so its value is the same. 1502 * so its value is the same.
1537 * false otherwise. 1551 * false otherwise.
1538 */ 1552 */
1539int 1553int
1540allowed_class (const object *op) 1554allowed_class (const object *op)
1541{ 1555{
1542 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1556 return op->stats.Dex > 0
1543 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1557 && op->stats.Str > 0
1558 && op->stats.Con > 0
1559 && op->stats.Int > 0
1560 && op->stats.Wis > 0
1561 && op->stats.Pow > 0
1562 && op->stats.Cha > 0;
1544} 1563}
1545 1564
1546/* 1565/*
1547 * set the new dragon name after gaining levels or 1566 * set the new dragon name after gaining levels or
1548 * changing ability focus (later this can be extended to 1567 * changing ability focus (later this can be extended to
1770sint64 1789sint64
1771level_exp (int level, double expmul) 1790level_exp (int level, double expmul)
1772{ 1791{
1773 if (level > settings.max_level) 1792 if (level > settings.max_level)
1774 return (sint64) (expmul * levels[settings.max_level]); 1793 return (sint64) (expmul * levels[settings.max_level]);
1794
1775 return (sint64) (expmul * levels[level]); 1795 return (sint64) (expmul * levels[level]);
1776} 1796}
1777 1797
1778/* 1798/*
1779 * Ensure that the permanent experience requirements in an exp object are met. 1799 * Ensure that the permanent experience requirements in an exp object are met.

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