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Comparing deliantra/server/common/living.C (file contents):
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
704 stats.stat (i) += v; 703 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
706 } 705 }
707} 706}
708 707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
747
709/* 748/*
710 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
713 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
717 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
718 */ 757 */
719void 758void
720object::update_stats () 759object::update_stats ()
721{ 760{
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
729 768
730 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
731 if (type == PLAYER) 770 if (type == PLAYER)
732 { 771 {
733 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i); 773 stat_sum [i] = contr->orig_stats.stat (i);
735 774
736 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0; 776 contr->encumbrance = 0;
738 777
739 attacktype = 0; 778 attacktype = 0;
777 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
778 * archetype clone 817 * archetype clone
779 */ 818 */
780 memcpy (&resist, &arch->resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
781 820
782 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
783 { 822 {
784 if (resist[i] > 0) 823 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
786 else 825 else
787 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
799 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 839 * that their protection from physical goes down
801 */ 840 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 842 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 845 }
807 else 846 else
808 ac = arch->stats.ac; 847 ac = arch->stats.ac;
809 848
810 stats.luck = arch->stats.luck; 849 stats.luck = arch->stats.luck;
811 speed = arch->speed; 850 speed = arch->speed;
812
813 sint16 digestion = 0; // a local var to add digestion
814 851
815 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
816 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
817 */ 854 */
818 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876 && !tmp->flag [FLAG_CURSED] 913 && !tmp->flag [FLAG_CURSED]
877 && !tmp->flag [FLAG_DAMNED]) 914 && !tmp->flag [FLAG_DAMNED])
878 continue; 915 continue;
879 916
880 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
881 change_attr_value (&stats, i, tmp->stats.stat (i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
882 919
883 /* These are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
884 * spell point recovery and mana point recovery. Seems sort of an arbitary
885 * list, but other items store other info into stats array.
886 */
887 if (tmp->type == WEAPON || tmp->type == BOW ||
888 tmp->type == ARMOUR || tmp->type == HELMET ||
889 tmp->type == SHIELD || tmp->type == RING ||
890 tmp->type == BOOTS || tmp->type == GLOVES ||
891 tmp->type == AMULET || tmp->type == GIRDLE ||
892 tmp->type == BRACERS || tmp->type == CLOAK ||
893 tmp->type == DISEASE || tmp->type == FORCE ||
894 tmp->type == SKILL)
895 { 921 {
896 digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
897 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
898 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
899 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
900 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
901 } 927 }
906 current_weapon = tmp; 932 current_weapon = tmp;
907 } 933 }
908 934
909 /* Update slots used for items */ 935 /* Update slots used for items */
910 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
911 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
912 slot[i].used += tmp->slot[i].info; 938 slot[i].used += tmp->slot[i].info;
913 939
914 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
915 {
916 speed_reduce_from_disease = tmp->last_sp / 100.f;
917
918 if (speed_reduce_from_disease == 0)
919 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
920 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
921 943
922 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
923 * (Negative protections are calculated exactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
924 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
925 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
926 */ 948 */
927 if (tmp->type != POTION) 949 if (tmp->type != POTION)
928 { 950 {
929 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
930 { 952 {
931 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
932 * a straight MAX, as potion_resist is initialised to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
933 */ 955 */
934 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
935 { 957 {
936 if (potion_resist[i]) 958 if (potion_resist[i])
937 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
938 else 960 else
939 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
940 } 962 }
941 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
942 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
954 path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
955 move_type |= tmp->move_type; 977 move_type |= tmp->move_type;
956 stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
957 } 979 }
958 980
959 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 981 flag |= tmp->flag & copy_flags;
960 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
961 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
966 982
967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
968 SET_FLAG (this, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
969 985
970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1127 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1128 1144
1129 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1131 1147
1132 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1148 if (ARMOUR_SPEED (tmp))
1133 max = ARMOUR_SPEED (tmp) / 10.f; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1134 1150
1135 break; 1151 break;
1136 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1137 } /* item is equipped */ 1153 } /* item is equipped */
1138 } /* for loop of items */ 1154 } /* for loop of items */
1139
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142 1155
1143 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* We've gone through all the objects the player has equipped. For many things, we
1144 * have generated intermediate values which we now need to assign. 1157 * have generated intermediate values which we now need to assign.
1145 */ 1158 */
1146 1159
1148 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1149 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1150 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1151 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1152 */ 1165 */
1153 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1154 { 1167 {
1155 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1156 1169
1157 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1158 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1159 } 1172 }
1160 1173
1161 /* Figure out the players sp/mana/hp totals. */
1162 if (type == PLAYER) 1174 if (type == PLAYER)
1163 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1164 int pl_level; 1183 int pl_level;
1165 1184
1166 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1167 pl_level = level; 1186 pl_level = level;
1168 1187
1170 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1171 1190
1172 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1173 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1174 */ 1193 */
1175 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1176 { 1196 {
1177 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1178 1198
1179 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1180 {
1181 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1182 j++; 1201 j++;
1183 else 1202 else
1184 j--; 1203 j--;
1185 }
1186 1204
1187 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1188 } 1206 }
1189 1207
1190 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1191 stats.maxhp += 2;
1192 1209
1193 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1194 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1195 1212
1196 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1209 1226
1210 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1211 stats.maxsp = 1; 1228 stats.maxsp = 1;
1212 else 1229 else
1213 { 1230 {
1214 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1215 1232
1216 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1217 { 1234 {
1218 float stmp; 1235 float stmp;
1219 1236
1220 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1221 if (i < 2) 1238 if (i < 2)
1222 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;
1223 else 1240 else
1224 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;
1225 1242
1226 if (stmp < 1.f)
1227 stmp = 1.f;
1228
1229 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1230 } 1244 }
1231 1245
1232 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1233
1234 for (i = 11; i <= mana_obj->level; i++)
1235 stats.maxsp += 2;
1236 } 1247 }
1237 1248
1238 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1239 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1240 stats.sp = stats.maxsp * 2;
1241 1251
1242 /* 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 */
1243 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1244 grace_obj = this; 1254 grace_obj = this;
1245 1255
1250 /* 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
1251 * 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
1252 * 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
1253 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1254 */ 1264 */
1255 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1256 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1257 { 1268 {
1258 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1259 1270
1260 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1261 if (i < 2) 1272 if (i < 2)
1262 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;
1263 else 1274 else
1264 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;
1265 1276
1266 if (grace_tmp < 1.f)
1267 grace_tmp = 1.f;
1268
1269 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1270 } 1278 }
1271 1279
1272 stats.maxgrace = (sint16)sp_tmp;
1273
1274 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1275 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1276 stats.maxgrace += 2;
1277 } 1282 }
1278 1283
1279 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1280 1285
1281 if (contr->braced) 1286 if (contr->braced)
1301 1306
1302 if (contr && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1303 { 1308 {
1304 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1305 1310
1306 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1307 { 1312 {
1308 /* additional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1309 if (!(i % 6)) 1314 if (!(i % 6))
1310 wc--; 1315 wc--;
1311 1316
1335 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1338 1343
1339 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1340 if (speed > max) 1345 speed = min (speed, max_speed);
1341 speed = max;
1342 1346
1343 if (type == PLAYER) 1347 if (type == PLAYER)
1344 { 1348 {
1345 /* 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)
1346 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1349 */ 1353 */
1350 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0) 1355 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 } 1357 }
1354 1358
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1356 1361
1357 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 */ 1364 */
1360 speed = speed * speed_reduce_from_disease;
1361
1362 if (speed < 0.01f && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1363 speed = 0.01f; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1364 1370
1365 if (type == PLAYER) 1371 if (type == PLAYER)
1366 { 1372 {
1367 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1368 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1400 if (move_type == 0) 1406 if (move_type == 0)
1401 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1404 1410
1405 if (speed != old_speed)
1406 set_speed (speed);
1407
1408 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1409 * so we will check that now. 1412 * so we will check that now.
1410 */ 1413 */
1411 if (type == PLAYER) 1414 if (type == PLAYER)
1412 { 1415 {
1472 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1473 or else at random */ 1476 or else at random */
1474 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1475 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1476 1479
1477 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1478 1481
1479 /* now set the new title */ 1482 /* now set the new title */
1480 if (pl->contr != NULL) 1483 if (pl->contr)
1481 { 1484 {
1482 if (level == 0) 1485 if (level == 0)
1483 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1484 else if (level == 1) 1487 else if (level == 1)
1485 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1604 */ 1607 */
1605void 1608void
1606player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1607{ 1610{
1608 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1609 1613
1610 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1611 op = who; 1615 op = who;
1612 1616
1613 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1614 { 1618 {
1619 changed = true;
1620
1615 op->level++; 1621 op->level++;
1616 1622
1617 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1618 dragon_level_gain (who); 1624 dragon_level_gain (who);
1619 1625
1623 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1624 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1625 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1626 } 1632 }
1627 1633
1628 who->update_stats ();
1629 if (op->level > 1) 1634 if (op->level > 1)
1630 { 1635 {
1631 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1633 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1634 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1635 1646
1636 if (who) 1647 if (who)
1637 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1638 } 1649 }
1639
1640 player_lvl_adj (who, op); /* To increase more levels */
1641 } 1650 }
1651
1642 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1643 { 1653 {
1654 changed = true;
1655
1644 op->level--; 1656 op->level--;
1645 who->update_stats ();
1646 1657
1647 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1648 { 1659 {
1649 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1651 } 1662 }
1663 }
1652 1664
1653 player_lvl_adj (who, op); /* To decrease more levels */ 1665 if (changed)
1654 } 1666 {
1655 1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1656 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1657 esrv_update_stats (who->contr);
1658 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1659} 1672}
1660 1673
1661/* 1674/*
1662 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1663 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level

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