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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 1.57 by root, Mon May 14 21:32:26 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
1030 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1031 1027
1032 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1028 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1029 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1034 1030
1035 break;
1036
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1040
1041 chosen_skill = tmp;
1042 break; 1031 break;
1043 1032
1044 case SHIELD: 1033 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1034 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000; 1035 contr->encumbrance += (int) tmp->weight / 2000;
1226 stats.maxsp = (sint16)sp_tmp; 1215 stats.maxsp = (sint16)sp_tmp;
1227 1216
1228 for (i = 11; i <= mana_obj->level; i++) 1217 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2; 1218 stats.maxsp += 2;
1230 } 1219 }
1220
1231 /* Characters can get their sp supercharged via rune of transferrance */ 1221 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2) 1222 if (stats.sp > stats.maxsp * 2)
1233 stats.sp = stats.maxsp * 2; 1223 stats.sp = stats.maxsp * 2;
1234 1224
1235 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1225 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1266 1256
1267 /* two grace points per level after 11 */ 1257 /* two grace points per level after 11 */
1268 for (i = 11; i <= grace_obj->level; i++) 1258 for (i = 11; i <= grace_obj->level; i++)
1269 stats.maxgrace += 2; 1259 stats.maxgrace += 2;
1270 } 1260 }
1261
1271 /* No limit on grace vs maxgrace */ 1262 /* No limit on grace vs maxgrace */
1272 1263
1273 if (contr->braced) 1264 if (contr->braced)
1274 { 1265 {
1275 ac += 2; 1266 ac += 2;
1287 * improvement every level, now its fighterlevel/5. So 1278 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam 1279 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the 1280 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t. 1281 * monster bonus the same as before. -b.t.
1291 */ 1282 */
1283 object *wc_obj = chosen_skill;
1292 1284
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1285 if (contr && wc_obj && wc_obj->level > 1)
1294 { 1286 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1287 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296 1288
1297 for (i = 1; i < wc_obj->level; i++) 1289 for (i = 1; i < wc_obj->level; i++)
1298 { 1290 {
1299 /* addtional wc every 6 levels */ 1291 /* additional wc every 6 levels */
1300 if (!(i % 6)) 1292 if (!(i % 6))
1301 wc--; 1293 wc--;
1302 1294
1303 /* addtional dam every 4 levels. */ 1295 /* additional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1296 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1297 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 } 1298 }
1307 } 1299 }
1308 else 1300 else
1318 if (settings.search_items && contr->search_str[0]) 1310 if (settings.search_items && contr->search_str[0])
1319 speed -= 1; 1311 speed -= 1;
1320 1312
1321 if (attacktype == 0) 1313 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype; 1314 attacktype = arch->clone.attacktype;
1323
1324 } /* End if player */ 1315 } /* End if player */
1325 1316
1326 if (added_speed >= 0) 1317 if (added_speed >= 0)
1327 speed += added_speed / 10.f; 1318 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */ 1319 else /* Something wrong here...: */
1362 * that would just be a real pain to read. 1353 * that would just be a real pain to read.
1363 */ 1354 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f; 1355 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f; 1356 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f; 1357 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f; 1358 float s = (20 - weapon_speed) / 10.f;
1368 float D = (stats.Dex - 14) / 14.f; 1359 float D = (stats.Dex - 14) / 14.f;
1369 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1360 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1370 1361
1371 K *= (4 + level) *1.2f / (6 + level); 1362 K *= (4 + level) * 1.2f / (6 + level);
1372 1363
1373 if (K <= 0.f) 1364 if (K <= 0.01f)
1374 K = 0.01f; 1365 K = 0.01f;
1375 1366
1376 float S = speed / (K * s); 1367 float S = speed / (K * s);
1377 1368
1378 contr->weapon_sp = S; 1369 contr->weapon_sp = S;
1380 1371
1381 /* I want to limit the power of small monsters with big weapons: */ 1372 /* I want to limit the power of small monsters with big weapons: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1373 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3; 1374 stats.dam = arch->clone.stats.dam * 3;
1384 1375
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this 1376 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 * should be more than enough - remember, AC is also in 8 bits, 1377 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 1378
1403 /* if for some reason the creature doesn't have any move type, 1379 /* if for some reason the creature doesn't have any move type,
1404 * give them walking as a default. 1380 * give them walking as a default.
1405 * The second case is a special case - to more closely mimic the 1381 * The second case is a special case - to more closely mimic the
1406 * old behaviour - if your flying, your not walking - just 1382 * old behaviour - if your flying, your not walking - just
1586 if (!skill_obj) 1562 if (!skill_obj)
1587 { 1563 {
1588 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1564 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1589 return NULL; 1565 return NULL;
1590 } 1566 }
1567
1591 /* clear the flag - exp goes into this bucket, but player 1568 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it. 1569 * still doesn't know it.
1593 */ 1570 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1571 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0; 1572 skill_obj->stats.exp = 0;
1596 skill_obj->level = 1; 1573 skill_obj->level = 1;
1597 insert_ob_in_ob (skill_obj, op); 1574 insert_ob_in_ob (skill_obj, op);
1598 1575
1599 if (op->contr) 1576 if (player *pl = op->contr)
1600 { 1577 {
1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1578 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1602 if (op->contr->ns) 1579 if (pl->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1580 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1604 } 1581 }
1605 1582
1606 return skill_obj; 1583 return skill_obj;
1607} 1584}
1608
1609 1585
1610/* player_lvl_adj() - for the new exp system. we are concerned with 1586/* player_lvl_adj() - for the new exp system. we are concerned with
1611 * whether the player gets more hp, sp and new levels. 1587 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes 1588 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels 1589 * don't really gain levels
1624 1600
1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1601 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 { 1602 {
1627 op->level++; 1603 op->level++;
1628 1604
1629 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1605 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1630 dragon_level_gain (who); 1606 dragon_level_gain (who);
1631 1607
1632 /* Only roll these if it is the player (who) that gained the level */ 1608 /* Only roll these if it is the player (who) that gained the level */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1609 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1610 {
1642 { 1618 {
1643 if (op->type != PLAYER) 1619 if (op->type != PLAYER)
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1620 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1645 else 1621 else
1646 sprintf (buf, "You are now level %d.", op->level); 1622 sprintf (buf, "You are now level %d.", op->level);
1623
1647 if (who) 1624 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1626 }
1627
1650 player_lvl_adj (who, op); /* To increase more levels */ 1628 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1629 }
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1630 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1631 {
1654 op->level--; 1632 op->level--;
1655 who->update_stats (); 1633 who->update_stats ();
1634
1656 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1657 { 1636 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 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); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1639 }
1640
1661 player_lvl_adj (who, op); /* To decrease more levels */ 1641 player_lvl_adj (who, op); /* To decrease more levels */
1662 } 1642 }
1663 1643
1664 /* check if the spell data has changed */ 1644 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr); 1645 esrv_update_stats (who->contr);
1976 player_lvl_adj (op, tmp); 1956 player_lvl_adj (op, tmp);
1977 } 1957 }
1978 1958
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1959 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)]; 1960 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1961
1981 if (level_loss < 0) 1962 if (level_loss < 0)
1982 level_loss = 0; 1963 level_loss = 0;
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1964 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1984 1965
1985 op->stats.exp -= loss; 1966 op->stats.exp -= loss;

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