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Comparing deliantra/server/common/living.C (file contents):
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC

704 stats.stat (i) += v; 704 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
706 } 706 }
707} 707}
708 708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
748
709/* 749/*
710 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
713 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
718 */ 758 */
719void 759void
720object::update_stats () 760object::update_stats ()
721{ 761{
722 int i, j; 762 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 764 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 767 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 768 float old_speed = speed;
799 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 840 * that their protection from physical goes down
801 */ 841 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 843 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 846 }
807 else 847 else
808 ac = arch->stats.ac; 848 ac = arch->stats.ac;
809 849
864 || (tmp->type == SKILL 904 || (tmp->type == SKILL
865 && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
866 { 906 {
867 if (type == PLAYER) 907 if (type == PLAYER)
868 { 908 {
909 contr->item_power += tmp->item_power;
910
869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
870 if (tmp != current_weapon 912 if (tmp != current_weapon
871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
872 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
873 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
874 continue; 916 continue;
875 917
876 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
877 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
878 921
879 /* These are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
880 * spell point recovery and mana point recovery. Seems sort of an arbitary
881 * list, but other items store other info into stats array.
882 */
883 if (tmp->type == WEAPON || tmp->type == BOW ||
884 tmp->type == ARMOUR || tmp->type == HELMET ||
885 tmp->type == SHIELD || tmp->type == RING ||
886 tmp->type == BOOTS || tmp->type == GLOVES ||
887 tmp->type == AMULET || tmp->type == GIRDLE ||
888 tmp->type == BRACERS || tmp->type == CLOAK ||
889 tmp->type == DISEASE || tmp->type == FORCE ||
890 tmp->type == SKILL)
891 { 923 {
892 contr->digestion += tmp->stats.food; 924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
893 contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
894 contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
895 contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
896 contr->gen_sp_armour += tmp->gen_sp_armour; 928 contr->gen_sp_armour += tmp->gen_sp_armour;
897 contr->item_power += tmp->item_power;
898 } 929 }
899 } /* if this is a player */ 930 } /* if this is a player */
900 else 931 else
901 { 932 {
902 if (tmp->type == WEAPON) 933 if (tmp->type == WEAPON)
929 * a straight MAX, as potion_resist is initialised to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
930 */ 961 */
931 if (tmp->type == POTION_EFFECT) 962 if (tmp->type == POTION_EFFECT)
932 { 963 {
933 if (potion_resist[i]) 964 if (potion_resist[i])
934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
935 else 966 else
936 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
937 } 968 }
938 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
951 path_denied |= tmp->path_denied; 982 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type; 983 move_type |= tmp->move_type;
953 stats.luck += tmp->stats.luck; 984 stats.luck += tmp->stats.luck;
954 } 985 }
955 986
956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 987 flag |= tmp->flag & copy_flags;
957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
963 988
964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
965 SET_FLAG (this, FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
966 991
967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1124 wc -= (tmp->stats.wc + tmp->magic); 1149 wc -= (tmp->stats.wc + tmp->magic);
1125 1150
1126 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1128 1153
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1154 if (ARMOUR_SPEED (tmp))
1130 max = ARMOUR_SPEED (tmp) / 10.f; 1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1131 1156
1132 break; 1157 break;
1133 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1134 } /* item is equipped */ 1159 } /* item is equipped */
1135 } /* for loop of items */ 1160 } /* for loop of items */
1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1170 { 1195 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172 1197
1173 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1176 j++; 1200 j++;
1177 else 1201 else
1178 j--; 1202 j--;
1179 }
1180 1203
1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1182 } 1205 }
1183 1206
1184 for (i = 11; i <= level; i++) 1207 for (i = 11; i <= level; i++)
1203 1226
1204 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1; 1228 stats.maxsp = 1;
1206 else 1229 else
1207 { 1230 {
1208 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1209 1232
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (i = 1; i <= min (10, mana_obj->level); i++)
1211 { 1234 {
1212 float stmp; 1235 float stmp;
1213 1236
1214 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1215 if (i < 2) 1238 if (i < 2)
1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1217 else 1240 else
1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1219 1242
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1224 } 1244 }
1225 1245
1226 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 } 1247 }
1231 1248
1232 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1233 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1234 stats.sp = stats.maxsp * 2;
1235 1251
1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1237 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1238 grace_obj = this; 1254 grace_obj = this;
1239 1255
1244 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1245 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1246 * 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
1247 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1248 */ 1264 */
1249 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++)
1251 { 1268 {
1252 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1253 1270
1254 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1255 if (i < 2) 1272 if (i < 2)
1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1257 else 1274 else
1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1259 1276
1260 if (grace_tmp < 1.f)
1261 grace_tmp = 1.f;
1262
1263 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1264 } 1278 }
1265 1279
1266 stats.maxgrace = (sint16)sp_tmp;
1267
1268 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1269 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1270 stats.maxgrace += 2;
1271 } 1282 }
1272 1283
1273 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1274 1285
1275 if (contr->braced) 1286 if (contr->braced)
1329 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1330 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1331 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1332 1343
1333 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1334 if (speed > max) 1345 speed = min (speed, max_speed);
1335 speed = max;
1336 1346
1337 if (type == PLAYER) 1347 if (type == PLAYER)
1338 { 1348 {
1339 /* 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)
1340 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1508 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1509 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1510 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1511 1521
1512 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1516 for (tmp = who->inv; tmp; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1517 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1518 if (tmp->arch->archname == dragon_ability_force) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1519 abil = tmp; 1526 abil = tmp;
1520 else if (tmp->arch->archname == dragon_skin_force) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1521 skin = tmp; 1528 skin = tmp;
1522 1529
1523 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1524 if (abil == NULL) 1531 if (abil == NULL)
1525 return; 1532 return;
1601 */ 1608 */
1602void 1609void
1603player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1604{ 1611{
1605 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1606 1614
1607 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1608 op = who; 1616 op = who;
1609 1617
1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611 { 1619 {
1620 changed = true;
1621
1612 op->level++; 1622 op->level++;
1613 1623
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1615 dragon_level_gain (who); 1625 dragon_level_gain (who);
1616 1626
1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623 } 1633 }
1624 1634
1625 who->update_stats ();
1626 if (op->level > 1) 1635 if (op->level > 1)
1627 { 1636 {
1628 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1630 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1631 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1632 1647
1633 if (who) 1648 if (who)
1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1635 } 1650 }
1636
1637 player_lvl_adj (who, op); /* To increase more levels */
1638 } 1651 }
1652
1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1640 { 1654 {
1655 changed = true;
1656
1641 op->level--; 1657 op->level--;
1642 who->update_stats ();
1643 1658
1644 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1645 { 1660 {
1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1663 }
1664 }
1649 1665
1650 player_lvl_adj (who, op); /* To decrease more levels */ 1666 if (changed)
1651 } 1667 {
1652 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1653 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1654 esrv_update_stats (who->contr);
1655 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1656} 1673}
1657 1674
1658/* 1675/*
1659 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1660 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level

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