ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.73 by root, Tue Jul 31 18:08:58 2007 UTC vs.
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC

704 stats.stat (i) += v; 704 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
706 } 706 }
707} 707}
708 708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
748
709/* 749/*
710 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
713 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
718 */ 758 */
719void 759void
720object::update_stats () 760object::update_stats ()
721{ 761{
722 int i, j; 762 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 764 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 767 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 768 float old_speed = speed;
799 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 840 * that their protection from physical goes down
801 */ 841 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 843 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 846 }
807 else 847 else
808 ac = arch->stats.ac; 848 ac = arch->stats.ac;
809 849
873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
876 continue; 916 continue;
877 917
878 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
879 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
880 921
881 /* These are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
882 * spell point recovery and mana point recovery. Seems sort of an arbitary
883 * list, but other items store other info into stats array.
884 */
885 if (tmp->type == WEAPON || tmp->type == BOW ||
886 tmp->type == ARMOUR || tmp->type == HELMET ||
887 tmp->type == SHIELD || tmp->type == RING ||
888 tmp->type == BOOTS || tmp->type == GLOVES ||
889 tmp->type == AMULET || tmp->type == GIRDLE ||
890 tmp->type == BRACERS || tmp->type == CLOAK ||
891 tmp->type == DISEASE || tmp->type == FORCE ||
892 tmp->type == SKILL)
893 { 923 {
894 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
895 contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
896 contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
897 contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
930 * a straight MAX, as potion_resist is initialised to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
931 */ 961 */
932 if (tmp->type == POTION_EFFECT) 962 if (tmp->type == POTION_EFFECT)
933 { 963 {
934 if (potion_resist[i]) 964 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
936 else 966 else
937 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
938 } 968 }
939 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 path_denied |= tmp->path_denied; 982 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 983 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 984 stats.luck += tmp->stats.luck;
955 } 985 }
956 986
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 987 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 988
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
967 991
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1125 wc -= (tmp->stats.wc + tmp->magic); 1149 wc -= (tmp->stats.wc + tmp->magic);
1126 1150
1127 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1129 1153
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1154 if (ARMOUR_SPEED (tmp))
1131 max = ARMOUR_SPEED (tmp) / 10.f; 1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1132 1156
1133 break; 1157 break;
1134 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1135 } /* item is equipped */ 1159 } /* item is equipped */
1136 } /* for loop of items */ 1160 } /* for loop of items */
1170 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1171 { 1195 {
1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173 1197
1174 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1176 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1177 j++; 1200 j++;
1178 else 1201 else
1179 j--; 1202 j--;
1180 }
1181 1203
1182 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1183 } 1205 }
1184 1206
1185 for (i = 11; i <= level; i++) 1207 for (i = 11; i <= level; i++)
1204 1226
1205 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1206 stats.maxsp = 1; 1228 stats.maxsp = 1;
1207 else 1229 else
1208 { 1230 {
1209 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1210 1232
1211 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (i = 1; i <= min (10, mana_obj->level); i++)
1212 { 1234 {
1213 float stmp; 1235 float stmp;
1214 1236
1215 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1216 if (i < 2) 1238 if (i < 2)
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1218 else 1240 else
1219 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1220 1242
1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1224 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1225 } 1244 }
1226 1245
1227 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1228
1229 for (i = 11; i <= mana_obj->level; i++)
1230 stats.maxsp += 2;
1231 } 1247 }
1232 1248
1233 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1234 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1235 stats.sp = stats.maxsp * 2;
1236 1251
1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1238 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this; 1254 grace_obj = this;
1240 1255
1245 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1246 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1247 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1248 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1249 */ 1264 */
1250 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1251 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++)
1252 { 1268 {
1253 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1254 1270
1255 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1256 if (i < 2) 1272 if (i < 2)
1257 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1258 else 1274 else
1259 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1260 1276
1261 if (grace_tmp < 1.f)
1262 grace_tmp = 1.f;
1263
1264 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1265 } 1278 }
1266 1279
1267 stats.maxgrace = (sint16)sp_tmp;
1268
1269 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1270 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1271 stats.maxgrace += 2;
1272 } 1282 }
1273 1283
1274 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1275 1285
1276 if (contr->braced) 1286 if (contr->braced)
1330 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1332 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1333 1343
1334 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1335 if (speed > max) 1345 speed = min (speed, max_speed);
1336 speed = max;
1337 1346
1338 if (type == PLAYER) 1347 if (type == PLAYER)
1339 { 1348 {
1340 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1341 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines