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Comparing deliantra/server/common/living.C (file contents):
Revision 1.53 by root, Sat May 12 19:07:21 2007 UTC vs.
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
311 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
422 } 421 }
423 422
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 424 * originally undead may change their status
426 */ 425 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 428 {
430 success = 1; 429 success = 1;
431 if (flag > 0) 430 if (flag > 0)
432 { 431 {
433 op->race = "undead"; 432 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 434 }
436 else 435 else
437 { 436 {
438 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 439 }
441 } 440 }
442 441
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 684void
686object::remove_statbonus () 685object::remove_statbonus ()
687{ 686{
688 for (int i = 0; i < NUM_STATS; ++i) 687 for (int i = 0; i < NUM_STATS; ++i)
689 { 688 {
690 sint8 v = arch->clone.stats.stat (i); 689 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 690 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 691 contr->orig_stats.stat (i) -= v;
693 } 692 }
694} 693}
695 694
699void 698void
700object::add_statbonus () 699object::add_statbonus ()
701{ 700{
702 for (int i = 0; i < NUM_STATS; ++i) 701 for (int i = 0; i < NUM_STATS; ++i)
703 { 702 {
704 sint8 v = arch->clone.stats.stat (i); 703 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 704 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
707 } 706 }
708} 707}
709 708
723 int i, j; 722 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 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; 724 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 728 float old_speed = speed;
730 729
731 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 731 if (type == PLAYER)
733 { 732 {
760 759
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
764 763
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 768
770 path_attuned = arch->clone.path_attuned; 769 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 770 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 771 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 772 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 773 move_type = arch->move_type;
775 774
776 chosen_skill = 0; 775 chosen_skill = 0;
777 776
778 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
779 * archetype clone 778 * archetype clone
780 */ 779 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
782 781
783 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
784 { 783 {
785 if (resist[i] > 0) 784 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
788 vuln[i] = -(resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
789 788
790 potion_resist[i] = 0; 789 potion_resist[i] = 0;
791 } 790 }
792 791
793 wc = arch->clone.stats.wc; 792 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
795 794
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 800 * that their protection from physical goes down
802 */ 801 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 803 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 806 }
808 else 807 else
809 ac = arch->clone.stats.ac; 808 ac = arch->stats.ac;
810 809
811 stats.luck = arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 811 speed = arch->speed;
812
813 sint16 digestion = 0; // a local var to add digestion
813 814
814 /* OK - we've reset most all the objects attributes to sane values. 815 /* 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. 816 * now go through and make adjustments for what the player has equipped.
816 */ 817 */
817 for (tmp = inv; tmp; tmp = tmp->below) 818 for (tmp = inv; tmp; tmp = tmp->below)
818 { 819 {
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 820 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 821 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 822 * then calls this function.
828 */ 823 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 825 continue;
826
827 /* See note in map.c:update_position about making this additive
828 * since light sources are never applied, need to put check here.
829 */
830 if (tmp->glow_radius > glow_radius)
831 glow_radius = tmp->glow_radius;
831 832
832 /* For some things, we don't care what is equipped */ 833 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 834 if (tmp->type == SKILL)
834 { 835 {
835 /* Want to take the highest skill here. */ 836 /* Want to take the highest skill here. */
865 || (tmp->type == SKILL 866 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 867 && tmp->subtype == SK_PRAYING))
867 { 868 {
868 if (type == PLAYER) 869 if (type == PLAYER)
869 { 870 {
871 contr->item_power += tmp->item_power;
872
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 873 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
874 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876 && !tmp->flag [FLAG_CURSED]
877 && !tmp->flag [FLAG_DAMNED])
872 continue; 878 continue;
873 879
874 for (i = 0; i < NUM_STATS; i++) 880 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 881 change_attr_value (&stats, i, tmp->stats.stat (i));
876 882
877 /* these are the items that currently can change digestion, regeneration, 883 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 884 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 885 * list, but other items store other info into stats array.
880 */ 886 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 887 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 888 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 889 tmp->type == SHIELD || tmp->type == RING ||
885 tmp->type == AMULET || tmp->type == GIRDLE || 891 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK || 892 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE || 893 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL) 894 tmp->type == SKILL)
889 { 895 {
890 contr->digestion += tmp->stats.food; 896 digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 897 contr->gen_hp += tmp->stats.hp;
892 contr->gen_sp += tmp->stats.sp; 898 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 899 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 900 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 901 }
897 } /* if this is a player */ 902 } /* if this is a player */
898 else 903 else
899 { 904 {
900 if (tmp->type == WEAPON) 905 if (tmp->type == WEAPON)
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 966
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD); 968 SET_FLAG (this, FLAG_UNDEAD);
964 969
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 { 971 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 972 SET_FLAG (this, FLAG_MAKE_INVIS);
991#endif 996#endif
992 997
993 /* skills modifying the character -b.t. */ 998 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 999 /* for all skills and skill granting objects */
995 case SKILL: 1000 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1001 {
1002 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1003 break;
998 1004
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill) 1005 if (chosen_skill)
1006 {
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1007 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1008 &name, &chosen_skill->name, &tmp->name);
1004 1009
1010 tmp->flag [FLAG_APPLIED] = false;
1011 update_stats ();
1012 return;
1013 }
1014 else
1005 chosen_skill = tmp; 1015 chosen_skill = tmp;
1006 1016
1007 if (tmp->stats.dam > 0) 1017 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 1018 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1019 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 weapon_speed = WEAPON_SPEED (tmp); 1020 weapon_speed = WEAPON_SPEED (tmp);
1011 1021
1012 if (weapon_speed < 0) 1022 if (weapon_speed < 0)
1013 weapon_speed = 0; 1023 weapon_speed = 0;
1014 1024
1015 weapon_weight = tmp->weight; 1025 weapon_weight = tmp->weight;
1016 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1026 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1017 1027
1018 if (tmp->magic) 1028 if (tmp->magic)
1019 stats.dam += tmp->magic; 1029 stats.dam += tmp->magic;
1020 } 1030 }
1021 1031
1022 if (tmp->stats.wc) 1032 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1024 1034
1025 if (tmp->slaying) 1035 if (tmp->slaying)
1026 slaying = tmp->slaying; 1036 slaying = tmp->slaying;
1027 1037
1028 if (tmp->stats.ac) 1038 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1030 1040
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1041 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1042 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033
1034 break; 1043 }
1035 1044
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; 1045 break;
1042 1046
1043 case SHIELD: 1047 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1048 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1049 contr->encumbrance += (int) tmp->weight / 2000;
1131 break; 1135 break;
1132 } /* switch tmp->type */ 1136 } /* switch tmp->type */
1133 } /* item is equipped */ 1137 } /* item is equipped */
1134 } /* for loop of items */ 1138 } /* for loop of items */
1135 1139
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142
1136 /* We've gone through all the objects the player has equipped. For many things, we 1143 /* We've gone through all the objects the player has equipped. For many things, we
1137 * have generated intermediate values which we now need to assign. 1144 * have generated intermediate values which we now need to assign.
1138 */ 1145 */
1139 1146
1140 /* 'total resistance = total protections - total vulnerabilities'. 1147 /* 'total resistance = total protections - total vulnerabilities'.
1225 stats.maxsp = (sint16)sp_tmp; 1232 stats.maxsp = (sint16)sp_tmp;
1226 1233
1227 for (i = 11; i <= mana_obj->level; i++) 1234 for (i = 11; i <= mana_obj->level; i++)
1228 stats.maxsp += 2; 1235 stats.maxsp += 2;
1229 } 1236 }
1237
1230 /* Characters can get their sp supercharged via rune of transferrance */ 1238 /* Characters can get their sp supercharged via rune of transferrance */
1231 if (stats.sp > stats.maxsp * 2) 1239 if (stats.sp > stats.maxsp * 2)
1232 stats.sp = stats.maxsp * 2; 1240 stats.sp = stats.maxsp * 2;
1233 1241
1234 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1242 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1265 1273
1266 /* two grace points per level after 11 */ 1274 /* two grace points per level after 11 */
1267 for (i = 11; i <= grace_obj->level; i++) 1275 for (i = 11; i <= grace_obj->level; i++)
1268 stats.maxgrace += 2; 1276 stats.maxgrace += 2;
1269 } 1277 }
1278
1270 /* No limit on grace vs maxgrace */ 1279 /* No limit on grace vs maxgrace */
1271 1280
1272 if (contr->braced) 1281 if (contr->braced)
1273 { 1282 {
1274 ac += 2; 1283 ac += 2;
1286 * improvement every level, now its fighterlevel/5. So 1295 * improvement every level, now its fighterlevel/5. So
1287 * we give the player a bonus here in wc and dam 1296 * we give the player a bonus here in wc and dam
1288 * to make up for the change. Note that I left the 1297 * to make up for the change. Note that I left the
1289 * monster bonus the same as before. -b.t. 1298 * monster bonus the same as before. -b.t.
1290 */ 1299 */
1300 object *wc_obj = chosen_skill;
1291 1301
1292 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1302 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1303 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1304 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1305
1296 for (i = 1; i < wc_obj->level; i++) 1306 for (i = 1; i < wc_obj->level; i++)
1297 { 1307 {
1298 /* addtional wc every 6 levels */ 1308 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1309 if (!(i % 6))
1300 wc--; 1310 wc--;
1301 1311
1302 /* addtional dam every 4 levels. */ 1312 /* additional dam every 4 levels. */
1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1313 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1314 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 } 1315 }
1306 } 1316 }
1307 else 1317 else
1316 1326
1317 if (settings.search_items && contr->search_str[0]) 1327 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1328 speed -= 1;
1319 1329
1320 if (attacktype == 0) 1330 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype; 1331 attacktype = arch->attacktype;
1322
1323 } /* End if player */ 1332 } /* End if player */
1324 1333
1325 if (added_speed >= 0) 1334 if (added_speed >= 0)
1326 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1327 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1361 * that would just be a real pain to read. 1370 * that would just be a real pain to read.
1362 */ 1371 */
1363 float M = (max_carry[stats.Str] - 121) / 121.f; 1372 float M = (max_carry[stats.Str] - 121) / 121.f;
1364 float M2 = max_carry[stats.Str] / 100.f; 1373 float M2 = max_carry[stats.Str] / 100.f;
1365 float W = weapon_weight / 20000.f; 1374 float W = weapon_weight / 20000.f;
1366 float s = 2 - weapon_speed / 10.f; 1375 float s = (20 - weapon_speed) / 10.f;
1367 float D = (stats.Dex - 14) / 14.f; 1376 float D = (stats.Dex - 14) / 14.f;
1368 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1377 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1369 1378
1370 K *= (4 + level) *1.2f / (6 + level); 1379 K *= (4 + level) * 1.2f / (6 + level);
1371 1380
1372 if (K <= 0.f) 1381 if (K <= 0.01f)
1373 K = 0.01f; 1382 K = 0.01f;
1374 1383
1375 float S = speed / (K * s); 1384 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1376
1377 contr->weapon_sp = S;
1378 } 1385 }
1379 1386
1380 /* I want to limit the power of small monsters with big weapons: */ 1387 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1388 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1382 stats.dam = arch->clone.stats.dam * 3; 1389 stats.dam = arch->stats.dam * 3;
1383 1390
1384 /* Prevent overflows of wc - best you can get is ABS(120) - this 1391 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385 * should be more than enough - remember, AC is also in 8 bits, 1392 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1386 * so its value is the same.
1387 */
1388 if (wc > 120)
1389 wc = 120;
1390 else if (wc < -120)
1391 wc = -120;
1392
1393 stats.wc = wc;
1394
1395 if (ac > 120)
1396 ac = 120;
1397 else if (ac < -120)
1398 ac = -120;
1399
1400 stats.ac = ac;
1401 1393
1402 /* if for some reason the creature doesn't have any move type, 1394 /* if for some reason the creature doesn't have any move type,
1403 * give them walking as a default. 1395 * give them walking as a default.
1404 * The second case is a special case - to more closely mimic the 1396 * The second case is a special case - to more closely mimic the
1405 * old behaviour - if your flying, your not walking - just 1397 * old behaviour - if your flying, your not walking - just
1522 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1523 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1524 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1525 1517
1526 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1527 shstr_cmp dragon_ability_force ("dragon_ability_force");
1528 shstr_cmp dragon_skin_force ("dragon_skin_force");
1529
1530 for (tmp = who->inv; tmp; tmp = tmp->below) 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1531 if (tmp->type == FORCE) 1520 if (tmp->type == FORCE)
1532 if (tmp->arch->name == dragon_ability_force) 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1533 abil = tmp; 1522 abil = tmp;
1534 else if (tmp->arch->name == dragon_skin_force) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1535 skin = tmp; 1524 skin = tmp;
1536 1525
1537 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1538 if (abil == NULL) 1527 if (abil == NULL)
1539 return; 1528 return;
1585 if (!skill_obj) 1574 if (!skill_obj)
1586 { 1575 {
1587 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1588 return NULL; 1577 return NULL;
1589 } 1578 }
1579
1590 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1581 * still doesn't know it.
1592 */ 1582 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1585 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1586 insert_ob_in_ob (skill_obj, op);
1597 1587
1598 if (op->contr) 1588 if (player *pl = op->contr)
1599 { 1589 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1590 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns) 1591 if (pl->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1592 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 } 1593 }
1604 1594
1605 return skill_obj; 1595 return skill_obj;
1606} 1596}
1607
1608 1597
1609/* player_lvl_adj() - for the new exp system. we are concerned with 1598/* player_lvl_adj() - for the new exp system. we are concerned with
1610 * whether the player gets more hp, sp and new levels. 1599 * whether the player gets more hp, sp and new levels.
1611 * Note this this function should only be called for players. Monstes 1600 * Note this this function should only be called for players. Monstes
1612 * don't really gain levels 1601 * don't really gain levels
1623 1612
1624 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1613 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 { 1614 {
1626 op->level++; 1615 op->level++;
1627 1616
1628 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1617 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1629 dragon_level_gain (who); 1618 dragon_level_gain (who);
1630 1619
1631 /* Only roll these if it is the player (who) that gained the level */ 1620 /* Only roll these if it is the player (who) that gained the level */
1632 if (op == who && (who->level < 11) && who->type == PLAYER) 1621 if (op == who && (who->level < 11) && who->type == PLAYER)
1633 { 1622 {
1641 { 1630 {
1642 if (op->type != PLAYER) 1631 if (op->type != PLAYER)
1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1644 else 1633 else
1645 sprintf (buf, "You are now level %d.", op->level); 1634 sprintf (buf, "You are now level %d.", op->level);
1635
1646 if (who) 1636 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1637 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1638 }
1639
1649 player_lvl_adj (who, op); /* To increase more levels */ 1640 player_lvl_adj (who, op); /* To increase more levels */
1650 } 1641 }
1651 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1642 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 { 1643 {
1653 op->level--; 1644 op->level--;
1654 who->update_stats (); 1645 who->update_stats ();
1646
1655 if (op->type != PLAYER) 1647 if (op->type != PLAYER)
1656 { 1648 {
1657 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1649 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1658 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1659 } 1651 }
1652
1660 player_lvl_adj (who, op); /* To decrease more levels */ 1653 player_lvl_adj (who, op); /* To decrease more levels */
1661 } 1654 }
1662 1655
1663 /* check if the spell data has changed */ 1656 /* check if the spell data has changed */
1664 esrv_update_stats (who->contr); 1657 esrv_update_stats (who->contr);
1975 player_lvl_adj (op, tmp); 1968 player_lvl_adj (op, tmp);
1976 } 1969 }
1977 1970
1978 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1979 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1972 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1973
1980 if (level_loss < 0) 1974 if (level_loss < 0)
1981 level_loss = 0; 1975 level_loss = 0;
1982 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1976 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1983 1977
1984 op->stats.exp -= loss; 1978 op->stats.exp -= loss;

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