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Comparing deliantra/server/common/living.C (file contents):
Revision 1.54 by root, Sat May 12 19:30:18 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 {
994 /* for all skills and skill granting objects */ 994 /* for all skills and skill granting objects */
995 case SKILL: 995 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 996 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
997 break; 997 break;
998 998
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill) 999 if (chosen_skill)
1003 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);
1004 1001
1005 chosen_skill = tmp; 1002 chosen_skill = tmp;
1006 1003
1029 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1030 1027
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1028 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1029 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033 1030
1034 break;
1035
1036 case SKILL_TOOL:
1037 if (chosen_skill)
1038 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1039
1040 chosen_skill = tmp;
1041 break; 1031 break;
1042 1032
1043 case SHIELD: 1033 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1034 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1035 contr->encumbrance += (int) tmp->weight / 2000;
1288 * improvement every level, now its fighterlevel/5. So 1278 * improvement every level, now its fighterlevel/5. So
1289 * we give the player a bonus here in wc and dam 1279 * we give the player a bonus here in wc and dam
1290 * to make up for the change. Note that I left the 1280 * to make up for the change. Note that I left the
1291 * monster bonus the same as before. -b.t. 1281 * monster bonus the same as before. -b.t.
1292 */ 1282 */
1283 object *wc_obj = chosen_skill;
1293 1284
1294 if (contr && wc_obj && wc_obj->level > 1) 1285 if (contr && wc_obj && wc_obj->level > 1)
1295 { 1286 {
1296 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1287 wc -= wc_obj->level + thaco_bonus[stats.Str];
1297 1288
1319 if (settings.search_items && contr->search_str[0]) 1310 if (settings.search_items && contr->search_str[0])
1320 speed -= 1; 1311 speed -= 1;
1321 1312
1322 if (attacktype == 0) 1313 if (attacktype == 0)
1323 attacktype = arch->clone.attacktype; 1314 attacktype = arch->clone.attacktype;
1324
1325 } /* End if player */ 1315 } /* End if player */
1326 1316
1327 if (added_speed >= 0) 1317 if (added_speed >= 0)
1328 speed += added_speed / 10.f; 1318 speed += added_speed / 10.f;
1329 else /* Something wrong here...: */ 1319 else /* Something wrong here...: */
1363 * that would just be a real pain to read. 1353 * that would just be a real pain to read.
1364 */ 1354 */
1365 float M = (max_carry[stats.Str] - 121) / 121.f; 1355 float M = (max_carry[stats.Str] - 121) / 121.f;
1366 float M2 = max_carry[stats.Str] / 100.f; 1356 float M2 = max_carry[stats.Str] / 100.f;
1367 float W = weapon_weight / 20000.f; 1357 float W = weapon_weight / 20000.f;
1368 float s = 2 - weapon_speed / 10.f; 1358 float s = (20 - weapon_speed) / 10.f;
1369 float D = (stats.Dex - 14) / 14.f; 1359 float D = (stats.Dex - 14) / 14.f;
1370 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;
1371 1361
1372 K *= (4 + level) *1.2f / (6 + level); 1362 K *= (4 + level) * 1.2f / (6 + level);
1373 1363
1374 if (K <= 0.f) 1364 if (K <= 0.01f)
1375 K = 0.01f; 1365 K = 0.01f;
1376 1366
1377 float S = speed / (K * s); 1367 float S = speed / (K * s);
1378 1368
1379 contr->weapon_sp = S; 1369 contr->weapon_sp = S;
1381 1371
1382 /* 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: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1373 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1374 stats.dam = arch->clone.stats.dam * 3;
1385 1375
1386 /* Prevent overflows of wc - best you can get is ABS(120) - this 1376 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 * should be more than enough - remember, AC is also in 8 bits, 1377 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 * so its value is the same.
1389 */
1390 if (wc > 120)
1391 wc = 120;
1392 else if (wc < -120)
1393 wc = -120;
1394
1395 stats.wc = wc;
1396
1397 if (ac > 120)
1398 ac = 120;
1399 else if (ac < -120)
1400 ac = -120;
1401
1402 stats.ac = ac;
1403 1378
1404 /* 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,
1405 * give them walking as a default. 1380 * give them walking as a default.
1406 * 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
1407 * old behaviour - if your flying, your not walking - just 1382 * old behaviour - if your flying, your not walking - just
1587 if (!skill_obj) 1562 if (!skill_obj)
1588 { 1563 {
1589 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);
1590 return NULL; 1565 return NULL;
1591 } 1566 }
1567
1592 /* clear the flag - exp goes into this bucket, but player 1568 /* clear the flag - exp goes into this bucket, but player
1593 * still doesn't know it. 1569 * still doesn't know it.
1594 */ 1570 */
1595 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1571 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1596 skill_obj->stats.exp = 0; 1572 skill_obj->stats.exp = 0;
1597 skill_obj->level = 1; 1573 skill_obj->level = 1;
1598 insert_ob_in_ob (skill_obj, op); 1574 insert_ob_in_ob (skill_obj, op);
1599 1575
1600 if (op->contr) 1576 if (player *pl = op->contr)
1601 { 1577 {
1602 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1578 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1603 if (op->contr->ns) 1579 if (pl->ns)
1604 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
1605 } 1581 }
1606 1582
1607 return skill_obj; 1583 return skill_obj;
1608} 1584}
1609 1585
1980 player_lvl_adj (op, tmp); 1956 player_lvl_adj (op, tmp);
1981 } 1957 }
1982 1958
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1959 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1984 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
1985 if (level_loss < 0) 1962 if (level_loss < 0)
1986 level_loss = 0; 1963 level_loss = 0;
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1964 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1988 1965
1989 op->stats.exp -= loss; 1966 op->stats.exp -= loss;

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