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Comparing deliantra/server/common/living.C (file contents):
Revision 1.74 by root, Tue Aug 7 21:58:25 2007 UTC vs.
Revision 1.76 by root, Tue Aug 7 22:57:57 2007 UTC

757 * spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
758 */ 758 */
759void 759void
760object::update_stats () 760object::update_stats ()
761{ 761{
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
769 769
770 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 771 if (type == PLAYER)
772 { 772 {
773 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
775 775
776 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 777 contr->encumbrance = 0;
778 778
779 attacktype = 0; 779 attacktype = 0;
817 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
818 * archetype clone 818 * archetype clone
819 */ 819 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
821 821
822 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
823 { 823 {
824 if (resist[i] > 0) 824 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
826 else 826 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
914 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
916 continue; 916 continue;
917 917
918 for (int i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
921 920
922 if (digest_types [tmp->type]) 921 if (digest_types [tmp->type])
923 { 922 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 923 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
926 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 928 }
934 current_weapon = tmp; 933 current_weapon = tmp;
935 } 934 }
936 935
937 /* Update slots used for items */ 936 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
941 940
942 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
943 { 942 {
944 speed_reduce_from_disease = tmp->last_sp / 100.f; 943 speed_reduce_from_disease = tmp->last_sp / 100.f;
952 * Resistance from potions are treated special as well. If there's 951 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 952 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 953 */
955 if (tmp->type != POTION) 954 if (tmp->type != POTION)
956 { 955 {
957 for (i = 0; i < NROFATTACKS; i++) 956 for (int i = 0; i < NROFATTACKS; i++)
958 { 957 {
959 /* Potential for cursed potions, in which case we just can use 958 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero. 959 * a straight MAX, as potion_resist is initialised to zero.
961 */ 960 */
962 if (tmp->type == POTION_EFFECT) 961 if (tmp->type == POTION_EFFECT)
1167 * If there is an uncursed potion in effect, granting more protection 1166 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'. 1167 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take 1168 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'. 1169 * 'total resistance = vulnerability from cursed potion'.
1171 */ 1170 */
1172 for (i = 0; i < NROFATTACKS; i++) 1171 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1172 {
1174 resist[i] = prot[i] - vuln[i]; 1173 resist[i] = prot[i] - vuln[i];
1175 1174
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1175 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177 resist[i] = potion_resist[i]; 1176 resist[i] = potion_resist[i];
1178 } 1177 }
1179 1178
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER) 1179 if (type == PLAYER)
1182 { 1180 {
1181 // clamp various player stats
1182 for (int i = 0; i < NUM_STATS; ++i)
1183 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1188 int pl_level;
1184 1189
1185 check_stat_bounds (&(stats)); 1190 check_stat_bounds (&(stats));
1186 pl_level = level; 1191 pl_level = level;
1187 1192
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1194 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190 1195
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1196 /* You basically get half a con bonus/level. But we do take into account rounding,
1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1197 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1198 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1199 stats.maxhp = 0;
1200 for (int i = 1; i <= min (10, pl_level); i++)
1195 { 1201 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1202 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 1203
1198 if (i % 2 && con_bonus[stats.Con] % 2) 1204 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0) 1205 if (con_bonus[stats.Con] > 0)
1200 j++; 1206 j++;
1201 else 1207 else
1202 j--; 1208 j--;
1203 1209
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1210 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 } 1211 }
1206 1212
1207 for (i = 11; i <= level; i++) 1213 stats.maxhp += 2 * max (0, level - 10);
1208 stats.maxhp += 2;
1209 1214
1210 if (stats.hp > stats.maxhp) 1215 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1216 stats.hp = stats.maxhp;
1212 1217
1213 /* Sp gain is controlled by the level of the player's 1218 /* Sp gain is controlled by the level of the player's
1228 stats.maxsp = 1; 1233 stats.maxsp = 1;
1229 else 1234 else
1230 { 1235 {
1231 float sp_tmp = 0.f; 1236 float sp_tmp = 0.f;
1232 1237
1233 for (i = 1; i <= min (10, mana_obj->level); i++) 1238 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 { 1239 {
1235 float stmp; 1240 float stmp;
1236 1241
1237 /* Got some extra bonus at first level */ 1242 /* Got some extra bonus at first level */
1238 if (i < 2) 1243 if (i < 2)
1262 * becomes big jumps when the sums of the bonuses jump to the next 1267 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful. 1268 * step of 8 - with floats, even fractional ones are useful.
1264 */ 1269 */
1265 float sp_tmp = 0.f; 1270 float sp_tmp = 0.f;
1266 1271
1267 for (i = 1; i <= min (10, grace_obj->level); i++) 1272 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 { 1273 {
1269 float grace_tmp = 0.f; 1274 float grace_tmp = 0.f;
1270 1275
1271 /* Got some extra bonus at first level */ 1276 /* Got some extra bonus at first level */
1272 if (i < 2) 1277 if (i < 2)
1306 1311
1307 if (contr && wc_obj && wc_obj->level > 1) 1312 if (contr && wc_obj && wc_obj->level > 1)
1308 { 1313 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1314 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310 1315
1311 for (i = 1; i < wc_obj->level; i++) 1316 for (int i = 1; i < wc_obj->level; i++)
1312 { 1317 {
1313 /* additional wc every 6 levels */ 1318 /* additional wc every 6 levels */
1314 if (!(i % 6)) 1319 if (!(i % 6))
1315 wc--; 1320 wc--;
1316 1321

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