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Comparing deliantra/server/common/living.C (file contents):
Revision 1.35 by root, Wed Mar 14 04:12:27 2007 UTC vs.
Revision 1.39 by root, Sun Apr 29 14:39:55 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 * 7 *
818 * Updates all abilities given by applied objects in the inventory 818 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 819 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 820 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 821 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 822 * and then adjusts them according to what the player has equipped.
823 */ 823 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 824 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 825 * spell system split, grace points now added to system --peterm
827 */ 826 */
828
829void 827void
830object::update_stats () 828object::update_stats ()
831{ 829{
832 int i, j; 830 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
845 843
846 if (settings.spell_encumbrance == TRUE) 844 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 845 contr->encumbrance = 0;
848 846
849 attacktype = 0; 847 attacktype = 0;
848
850 contr->digestion = 0; 849 contr->digestion = 0;
851 contr->gen_hp = 0; 850 contr->gen_hp = 0;
852 contr->gen_sp = 0; 851 contr->gen_sp = 0;
853 contr->gen_grace = 0; 852 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 853 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 854 contr->item_power = 0;
856 855
857 /* Don't clobber all the range_ values. range_golem otherwise 856 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset 857 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below 858 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped. 859 * well get filled in based on what the player has equipped.
861 */ 860 */
862 contr->ranges[range_bow] = NULL; 861 contr->ranges[range_bow] = 0;
863 contr->ranges[range_misc] = NULL; 862 contr->ranges[range_misc] = 0;
864 contr->ranges[range_skill] = NULL; 863 contr->ranges[range_skill] = 0;
865 } 864 }
866 865
867 memcpy (body_used, body_info, sizeof (body_info)); 866 memcpy (body_used, body_info, sizeof (body_info));
868 867
869 slaying = 0; 868 slaying = 0;
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 884
886 path_attuned = arch->clone.path_attuned; 885 path_attuned = arch->clone.path_attuned;
887 path_repelled = arch->clone.path_repelled; 886 path_repelled = arch->clone.path_repelled;
888 path_denied = arch->clone.path_denied; 887 path_denied = arch->clone.path_denied;
889 glow_radius = arch->clone.glow_radius; 888 glow_radius = arch->clone.glow_radius;
890 move_type = arch->clone.move_type; 889 move_type = arch->clone.move_type;
890
891 chosen_skill = NULL; 891 chosen_skill = NULL;
892 892
893 /* initializing resistances from the values in player/monster's 893 /* initializing resistances from the values in player/monster's
894 * archetype clone 894 * archetype clone
895 */ 895 */
971 * in the praying skill, and the player should always get those. 971 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 972 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 973 * because the skill shouldn't count against body positions being used
974 * up, etc. 974 * up, etc.
975 */ 975 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 976 if ((QUERY_FLAG (tmp, FLAG_APPLIED)
977 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON)
979 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 980 && tmp->subtype == SK_PRAYING))
978 { 981 {
979 if (type == PLAYER) 982 if (type == PLAYER)
980 { 983 {
981 if (tmp->type == BOW) 984 if (tmp->type == BOW)
982 contr->ranges[range_bow] = tmp; 985 contr->ranges[range_bow] = tmp;
983 986
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp; 988 contr->ranges[range_misc] = tmp;
986 989
987 for (i = 0; i < NUM_STATS; i++) 990 for (i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i));
989 992
990 /* these are the items that currently can change digestion, regeneration, 993 /* these are the items that currently can change digestion, regeneration,
991 * spell point recovery and mana point recovery. Seems sort of an arbitary 994 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array. 995 * list, but other items store other info into stats array.
993 */ 996 */
994 if ((tmp->type == WEAPON) || 997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) || 999 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1015 body_used[i] += tmp->body_info[i]; 1018 body_used[i] += tmp->body_info[i];
1016 1019
1017 if (tmp->type == SYMPTOM) 1020 if (tmp->type == SYMPTOM)
1018 { 1021 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023
1020 if (speed_reduce_from_disease == 0) 1024 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 1025 speed_reduce_from_disease = 1;
1022 } 1026 }
1023 1027
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1049 1053
1050 /* There may be other things that should not adjust the attacktype */ 1054 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 1055 if (tmp->type != BOW && tmp->type != SYMPTOM)
1052 attacktype |= tmp->attacktype; 1056 attacktype |= tmp->attacktype;
1053 1057
1054 path_attuned |= tmp->path_attuned; 1058 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 1059 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 1062 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type;
1059 1063
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); 1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1152 case HELMET: 1156 case HELMET:
1153 case BOOTS: 1157 case BOOTS:
1154 case GLOVES: 1158 case GLOVES:
1155 case CLOAK: 1159 case CLOAK:
1156 if (tmp->stats.wc) 1160 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1161 wc -= tmp->stats.wc + tmp->magic;
1158 1162
1159 if (tmp->stats.dam) 1163 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1164 stats.dam += tmp->stats.dam + tmp->magic;
1161 1165
1162 if (tmp->stats.ac) 1166 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1167 ac -= tmp->stats.ac + tmp->magic;
1164 1168
1165 break; 1169 break;
1166 1170
1171 case BOW:
1167 case WEAPON: 1172 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic); 1173 wc -= tmp->stats.wc + tmp->magic;
1169 1174
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1176 ac -= tmp->stats.ac + tmp->magic;
1172 1177
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1178 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1179 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1181
1177 if (weapon_speed < 0) 1182 if (weapon_speed < 0)
1178 weapon_speed = 0; 1183 weapon_speed = 0;
1388 * monster bonus the same as before. -b.t. 1393 * monster bonus the same as before. -b.t.
1389 */ 1394 */
1390 1395
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1396 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1392 { 1397 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1398 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399
1394 for (i = 1; i < wc_obj->level; i++) 1400 for (i = 1; i < wc_obj->level; i++)
1395 { 1401 {
1396 /* addtional wc every 6 levels */ 1402 /* addtional wc every 6 levels */
1397 if (!(i % 6)) 1403 if (!(i % 6))
1398 wc--; 1404 wc--;
1405
1399 /* addtional dam every 4 levels. */ 1406 /* addtional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1408 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1409 }
1403 } 1410 }
1404 else 1411 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1412 wc -= level + thaco_bonus[stats.Str];
1406 1413
1407 stats.dam += dam_bonus[stats.Str]; 1414 stats.dam += dam_bonus[stats.Str];
1408 1415
1409 if (stats.dam < 1) 1416 if (stats.dam < 1)
1410 stats.dam = 1; 1417 stats.dam = 1;
1975 * these last two values are only used for players. 1982 * these last two values are only used for players.
1976 */ 1983 */
1977void 1984void
1978change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1985change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1979{ 1986{
1980
1981#ifdef EXP_DEBUG 1987#ifdef EXP_DEBUG
1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1988 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1983#endif 1989#endif
1984 1990
1985 /* safety */ 1991 /* safety */
2034 2040
2035/* Applies a death penalty experience, the size of this is defined by the 2041/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 2042 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 2043 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 2044 */
2039
2040void 2045void
2041apply_death_exp_penalty (object *op) 2046apply_death_exp_penalty (object *op)
2042{ 2047{
2043 object *tmp; 2048 object *tmp;
2044 sint64 loss; 2049 sint64 loss;

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