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/cvs/deliantra/server/common/living.C
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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 1.64 by root, Sat May 26 15:44:02 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 {
814 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
816 */ 816 */
817 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
818 { 818 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 819 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 820 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 821 * then calls this function.
828 */ 822 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 824 continue;
825
826 /* See note in map.c:update_position about making this additive
827 * since light sources are never applied, need to put check here.
828 */
829 if (tmp->glow_radius > glow_radius)
830 glow_radius = tmp->glow_radius;
831 831
832 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
834 { 834 {
835 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
866 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
867 { 867 {
868 if (type == PLAYER) 868 if (type == PLAYER)
869 { 869 {
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
872 continue; 875 continue;
873 876
874 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
876 879
877 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
880 */ 883 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 886 tmp->type == SHIELD || tmp->type == RING ||
991#endif 994#endif
992 995
993 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
995 case SKILL: 998 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1001 break;
998 1002
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1004 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1005 chosen_skill = tmp; 1013 chosen_skill = tmp;
1006 1014
1007 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 weapon_speed = WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1011 1019
1012 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1013 weapon_speed = 0; 1021 weapon_speed = 0;
1014 1022
1015 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1016 stats.dam += 1 + (chosen_skill->level * tmp->stats.dam / 9); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1017 1025
1018 if (tmp->magic) 1026 if (tmp->magic)
1019 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1020 } 1028 }
1021 1029
1022 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1024 1032
1025 if (tmp->slaying) 1033 if (tmp->slaying)
1026 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1027 1035
1028 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1030 1038
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033
1034 break; 1041 }
1035 1042
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; 1043 break;
1042 1044
1043 case SHIELD: 1045 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1288 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1289 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1290 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1291 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1292 */ 1294 */
1295 object *wc_obj = chosen_skill;
1293 1296
1294 if (contr && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1295 { 1298 {
1296 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1297 1300
1319 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1320 speed -= 1; 1323 speed -= 1;
1321 1324
1322 if (attacktype == 0) 1325 if (attacktype == 0)
1323 attacktype = arch->clone.attacktype; 1326 attacktype = arch->clone.attacktype;
1324
1325 } /* End if player */ 1327 } /* End if player */
1326 1328
1327 if (added_speed >= 0) 1329 if (added_speed >= 0)
1328 speed += added_speed / 10.f; 1330 speed += added_speed / 10.f;
1329 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1363 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1364 */ 1366 */
1365 float M = (max_carry[stats.Str] - 121) / 121.f; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1366 float M2 = max_carry[stats.Str] / 100.f; 1368 float M2 = max_carry[stats.Str] / 100.f;
1367 float W = weapon_weight / 20000.f; 1369 float W = weapon_weight / 20000.f;
1368 float s = 2 - weapon_speed / 10.f; 1370 float s = (20 - weapon_speed) / 10.f;
1369 float D = (stats.Dex - 14) / 14.f; 1371 float D = (stats.Dex - 14) / 14.f;
1370 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1371 1373
1372 K *= (4 + level) *1.2f / (6 + level); 1374 K *= (4 + level) * 1.2f / (6 + level);
1373 1375
1374 if (K <= 0.f) 1376 if (K <= 0.01f)
1375 K = 0.01f; 1377 K = 0.01f;
1376 1378
1377 float S = speed / (K * s); 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1378
1379 contr->weapon_sp = S;
1380 } 1380 }
1381 1381
1382 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->clone.stats.dam * 3;
1385 1385
1386 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 * should be more than enough - remember, AC is also in 8 bits, 1387 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 1388
1404 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1405 * give them walking as a default. 1390 * give them walking as a default.
1406 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1407 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1587 if (!skill_obj) 1572 if (!skill_obj)
1588 { 1573 {
1589 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1590 return NULL; 1575 return NULL;
1591 } 1576 }
1577
1592 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1593 * still doesn't know it. 1579 * still doesn't know it.
1594 */ 1580 */
1595 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1596 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1597 skill_obj->level = 1; 1583 skill_obj->level = 1;
1598 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1599 1585
1600 if (op->contr) 1586 if (player *pl = op->contr)
1601 { 1587 {
1602 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1603 if (op->contr->ns) 1589 if (pl->ns)
1604 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1605 } 1591 }
1606 1592
1607 return skill_obj; 1593 return skill_obj;
1608} 1594}
1609 1595
1980 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
1981 } 1967 }
1982 1968
1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 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)]; 1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971
1985 if (level_loss < 0) 1972 if (level_loss < 0)
1986 level_loss = 0; 1973 level_loss = 0;
1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1988 1975
1989 op->stats.exp -= loss; 1976 op->stats.exp -= loss;

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