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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 1.80 by root, Thu Nov 8 19:43:23 2007 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 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> 25#include <funcpoint.h>
26 26
757 * spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
758 */ 758 */
759void 759void
760object::update_stats () 760object::update_stats ()
761{ 761{
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
769 769
770 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 771 if (type == PLAYER)
772 { 772 {
773 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
775 775
776 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 777 contr->encumbrance = 0;
778 778
779 attacktype = 0; 779 attacktype = 0;
817 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
818 * archetype clone 818 * archetype clone
819 */ 819 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
821 821
822 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
823 { 823 {
824 if (resist[i] > 0) 824 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
826 else 826 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
914 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
916 continue; 916 continue;
917 917
918 for (int i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 919 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);
921 920
922 if (digest_types [tmp->type]) 921 if (digest_types [tmp->type])
923 { 922 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 923 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
926 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 928 }
934 current_weapon = tmp; 933 current_weapon = tmp;
935 } 934 }
936 935
937 /* Update slots used for items */ 936 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
941 940
942 if (tmp->type == SYMPTOM) 941 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; 942 speed_reduce_from_disease =
948 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
949 944
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 949 */
955 if (tmp->type != POTION) 950 if (tmp->type != POTION)
956 { 951 {
957 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
958 { 953 {
959 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
961 */ 956 */
962 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
1167 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1171 */ 1166 */
1172 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1168 {
1174 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1175 1170
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1178 } 1173 }
1179 1174
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER) 1175 if (type == PLAYER)
1182 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1184 int pl_level;
1184 1185
1185 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1186 pl_level = level; 1187 pl_level = level;
1187 1188
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190 1191
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* 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. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1194 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1195 { 1197 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 1199
1198 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1200 j++; 1202 j++;
1201 else 1203 else
1202 j--; 1204 j--;
1203 1205
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 } 1207 }
1206 1208
1207 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1208 stats.maxhp += 2;
1209 1210
1210 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1212 1213
1213 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1228 stats.maxsp = 1; 1229 stats.maxsp = 1;
1229 else 1230 else
1230 { 1231 {
1231 float sp_tmp = 0.f; 1232 float sp_tmp = 0.f;
1232 1233
1233 for (i = 1; i <= min (10, mana_obj->level); i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 { 1235 {
1235 float stmp; 1236 float stmp;
1236 1237
1237 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1238 if (i < 2) 1239 if (i < 2)
1262 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1264 */ 1265 */
1265 float sp_tmp = 0.f; 1266 float sp_tmp = 0.f;
1266 1267
1267 for (i = 1; i <= min (10, grace_obj->level); i++) 1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 { 1269 {
1269 float grace_tmp = 0.f; 1270 float grace_tmp = 0.f;
1270 1271
1271 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1272 if (i < 2) 1273 if (i < 2)
1306 1307
1307 if (contr && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1308 { 1309 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310 1311
1311 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1312 { 1313 {
1313 /* additional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1314 if (!(i % 6)) 1315 if (!(i % 6))
1315 wc--; 1316 wc--;
1316 1317
1349 /* f is a number the represents the number of kg above (positive num) 1350 /* 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 1351 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1353 */ 1354 */
1354 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0) 1356 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 } 1358 }
1358 1359
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1360 1362
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* 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. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1365 */
1364 speed = speed * speed_reduce_from_disease;
1365
1366 if (speed < 0.01f && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1367 speed = 0.01f; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1368 1371
1369 if (type == PLAYER) 1372 if (type == PLAYER)
1370 { 1373 {
1371 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1404 if (move_type == 0) 1407 if (move_type == 0)
1405 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1408 1411
1409 if (speed != old_speed)
1410 set_speed (speed);
1411
1412 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now. 1413 * so we will check that now.
1414 */ 1414 */
1415 if (type == PLAYER) 1415 if (type == PLAYER)
1416 { 1416 {
1479 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1480 1480
1481 level = (int) (level / 5.); 1481 level = (int) (level / 5.);
1482 1482
1483 /* now set the new title */ 1483 /* now set the new title */
1484 if (pl->contr != NULL) 1484 if (pl->contr)
1485 { 1485 {
1486 if (level == 0) 1486 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1) 1488 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);

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