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Comparing deliantra/server/common/living.C (file contents):
Revision 1.33 by root, Sat Jan 27 02:19:36 2007 UTC vs.
Revision 1.38 by root, Sun Apr 29 04:14:57 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;
857 /* Don't clobber all the range_ values. range_golem otherwise 855 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset 856 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below 857 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped. 858 * well get filled in based on what the player has equipped.
861 */ 859 */
862 contr->ranges[range_bow] = NULL; 860 contr->ranges[range_bow] = 0;
863 contr->ranges[range_misc] = NULL; 861 contr->ranges[range_misc] = 0;
864 contr->ranges[range_skill] = NULL; 862 contr->ranges[range_skill] = 0;
865 } 863 }
866 864
867 memcpy (body_used, body_info, sizeof (body_info)); 865 memcpy (body_used, body_info, sizeof (body_info));
868 866
869 slaying = 0; 867 slaying = 0;
926 speed = arch->clone.speed; 924 speed = arch->clone.speed;
927 925
928 /* OK - we've reset most all the objects attributes to sane values. 926 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 927 * now go through and make adjustments for what the player has equipped.
930 */ 928 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 929 for (tmp = inv; tmp; tmp = tmp->below)
933 { 930 {
934 /* See note in map.c:update_position about making this additive 931 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 932 * since light sources are never applied, need to put check here.
936 */ 933 */
990 987
991 /* these are the items that currently can change digestion, regeneration, 988 /* these are the items that currently can change digestion, regeneration,
992 * spell point recovery and mana point recovery. Seems sort of an arbitary 989 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array. 990 * list, but other items store other info into stats array.
994 */ 991 */
995 if ((tmp->type == WEAPON) || 992 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) || 994 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1021 if (speed_reduce_from_disease == 0) 1018 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 1019 speed_reduce_from_disease = 1;
1023 } 1020 }
1024 1021
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 1023 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 1024 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 1025 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 1026 */
1030 if (tmp->type != POTION) 1027 if (tmp->type != POTION)
1031 { 1028 {
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else 1038 else
1042 potion_resist[i] = tmp->resist[i]; 1039 potion_resist[i] = tmp->resist[i];
1043 } 1040 }
1044 else if (tmp->resist[i] > 0) 1041 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 1043 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 1045 }
1049 } 1046 }
1050 1047
1051 /* There may be other things that should not adjust the attacktype */ 1048 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1153 case HELMET: 1150 case HELMET:
1154 case BOOTS: 1151 case BOOTS:
1155 case GLOVES: 1152 case GLOVES:
1156 case CLOAK: 1153 case CLOAK:
1157 if (tmp->stats.wc) 1154 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1155 wc -= tmp->stats.wc + tmp->magic;
1159 1156
1160 if (tmp->stats.dam) 1157 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1158 stats.dam += tmp->stats.dam + tmp->magic;
1162 1159
1163 if (tmp->stats.ac) 1160 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1161 ac -= tmp->stats.ac + tmp->magic;
1165 1162
1166 break; 1163 break;
1167 1164
1165 case BOW:
1168 case WEAPON: 1166 case WEAPON:
1169 wc -= (tmp->stats.wc + tmp->magic); 1167 wc -= tmp->stats.wc + tmp->magic;
1170 1168
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1170 ac -= tmp->stats.ac + tmp->magic;
1173 1171
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1172 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1173 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1175
1178 if (weapon_speed < 0) 1176 if (weapon_speed < 0)
1179 weapon_speed = 0; 1177 weapon_speed = 0;
1389 * monster bonus the same as before. -b.t. 1387 * monster bonus the same as before. -b.t.
1390 */ 1388 */
1391 1389
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1390 if (type == PLAYER && wc_obj && wc_obj->level > 1)
1393 { 1391 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1392 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393
1395 for (i = 1; i < wc_obj->level; i++) 1394 for (i = 1; i < wc_obj->level; i++)
1396 { 1395 {
1397 /* addtional wc every 6 levels */ 1396 /* addtional wc every 6 levels */
1398 if (!(i % 6)) 1397 if (!(i % 6))
1399 wc--; 1398 wc--;
1399
1400 /* addtional dam every 4 levels. */ 1400 /* addtional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1402 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1403 }
1404 } 1404 }
1405 else 1405 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1406 wc -= level + thaco_bonus[stats.Str];
1407 1407
1408 stats.dam += dam_bonus[stats.Str]; 1408 stats.dam += dam_bonus[stats.Str];
1409 1409
1410 if (stats.dam < 1) 1410 if (stats.dam < 1)
1411 stats.dam = 1; 1411 stats.dam = 1;
1515 if (type == PLAYER) 1515 if (type == PLAYER)
1516 { 1516 {
1517 esrv_update_stats (contr); 1517 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1518 esrv_update_spells (contr);
1519 } 1519 }
1520
1521 // update the mapspace, if we are on a map
1522 if (!flag [FLAG_REMOVED] && map)
1523 map->at (x, y).flags_ = 0;
1520} 1524}
1521 1525
1522/* 1526/*
1523 * Returns true if the given player is a legal class. 1527 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1528 * The function to add and remove class-bonuses to the stats doesn't
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1955 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1956 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
1954 } 1958 }
1955 } 1959 }
1960
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1961 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1962 {
1958 del_exp = check_exp_loss (op, exp); 1963 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1964 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
1961 } 1966 }
1962} 1967}
1963
1964
1965 1968
1966/* change_exp() - changes experience to a player/monster. This 1969/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1970 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1971 *
1969 * The exp passed is typically not modified much by this function - 1972 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1973 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1974 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1975 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1976 * these last two values are only used for players.
1974 */ 1977 */
1975
1976void 1978void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1979change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1980{
1979
1980#ifdef EXP_DEBUG 1981#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1983#endif
1983 1984
1984 /* safety */ 1985 /* safety */
2033 2034
2034/* Applies a death penalty experience, the size of this is defined by the 2035/* Applies a death penalty experience, the size of this is defined by the
2035 * settings death_penalty_percentage and death_penalty_levels, and by the 2036 * settings death_penalty_percentage and death_penalty_levels, and by the
2036 * amount of permenent experience, whichever gives the lowest loss. 2037 * amount of permenent experience, whichever gives the lowest loss.
2037 */ 2038 */
2038
2039void 2039void
2040apply_death_exp_penalty (object *op) 2040apply_death_exp_penalty (object *op)
2041{ 2041{
2042 object *tmp; 2042 object *tmp;
2043 sint64 loss; 2043 sint64 loss;

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