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 | */ |
… | |
… | |
757 | * spell system split, grace points now added to system --peterm |
756 | * spell system split, grace points now added to system --peterm |
758 | */ |
757 | */ |
759 | void |
758 | void |
760 | object::update_stats () |
759 | object::update_stats () |
761 | { |
760 | { |
762 | int i, j; |
|
|
763 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
761 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
764 | int weapon_weight = 0, weapon_speed = 0; |
762 | int weapon_weight = 0, weapon_speed = 0; |
765 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
763 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
766 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
764 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
767 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
765 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
768 | float old_speed = speed; |
766 | float old_speed = speed; |
|
|
767 | int stat_sum [NUM_STATS]; |
769 | |
768 | |
770 | /* 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 */ |
771 | if (type == PLAYER) |
770 | if (type == PLAYER) |
772 | { |
771 | { |
773 | for (i = 0; i < NUM_STATS; i++) |
772 | for (int i = 0; i < NUM_STATS; i++) |
774 | stats.stat (i) = contr->orig_stats.stat (i); |
773 | stat_sum [i] = contr->orig_stats.stat (i); |
775 | |
774 | |
776 | if (settings.spell_encumbrance == TRUE) |
775 | if (settings.spell_encumbrance == TRUE) |
777 | contr->encumbrance = 0; |
776 | contr->encumbrance = 0; |
778 | |
777 | |
779 | attacktype = 0; |
778 | attacktype = 0; |
… | |
… | |
817 | /* initializing resistances from the values in player/monster's |
816 | /* initializing resistances from the values in player/monster's |
818 | * archetype clone |
817 | * archetype clone |
819 | */ |
818 | */ |
820 | memcpy (&resist, &arch->resist, sizeof (resist)); |
819 | memcpy (&resist, &arch->resist, sizeof (resist)); |
821 | |
820 | |
822 | for (i = 0; i < NROFATTACKS; i++) |
821 | for (int i = 0; i < NROFATTACKS; i++) |
823 | { |
822 | { |
824 | if (resist[i] > 0) |
823 | if (resist[i] > 0) |
825 | prot[i] = resist[i], vuln[i] = 0; |
824 | prot[i] = resist[i], vuln[i] = 0; |
826 | else |
825 | else |
827 | vuln[i] = -(resist[i]), prot[i] = 0; |
826 | vuln[i] = -(resist[i]), prot[i] = 0; |
… | |
… | |
914 | && !tmp->flag [FLAG_CURSED] |
913 | && !tmp->flag [FLAG_CURSED] |
915 | && !tmp->flag [FLAG_DAMNED]) |
914 | && !tmp->flag [FLAG_DAMNED]) |
916 | continue; |
915 | continue; |
917 | |
916 | |
918 | for (int i = 0; i < NUM_STATS; i++) |
917 | for (int i = 0; i < NUM_STATS; i++) |
919 | if (expect_false (tmp->stats.stat (i))) |
918 | 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 | |
919 | |
922 | if (digest_types [tmp->type]) |
920 | if (digest_types [tmp->type]) |
923 | { |
921 | { |
924 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
922 | contr->digestion += tmp->stats.food; |
925 | contr->gen_hp += tmp->stats.hp; |
923 | contr->gen_hp += tmp->stats.hp; |
926 | contr->gen_sp += tmp->stats.sp; |
924 | contr->gen_sp += tmp->stats.sp; |
927 | contr->gen_grace += tmp->stats.grace; |
925 | contr->gen_grace += tmp->stats.grace; |
928 | contr->gen_sp_armour += tmp->gen_sp_armour; |
926 | contr->gen_sp_armour += tmp->gen_sp_armour; |
929 | } |
927 | } |
… | |
… | |
934 | current_weapon = tmp; |
932 | current_weapon = tmp; |
935 | } |
933 | } |
936 | |
934 | |
937 | /* Update slots used for items */ |
935 | /* Update slots used for items */ |
938 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
936 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
939 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
937 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
940 | slot[i].used += tmp->slot[i].info; |
938 | slot[i].used += tmp->slot[i].info; |
941 | |
939 | |
942 | if (tmp->type == SYMPTOM) |
940 | if (tmp->type == SYMPTOM) |
943 | { |
|
|
944 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
945 | |
|
|
946 | if (speed_reduce_from_disease == 0) |
|
|
947 | speed_reduce_from_disease = 1; |
941 | speed_reduce_from_disease = |
948 | } |
942 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
949 | |
943 | |
950 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
944 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
951 | * (Negative protections are calculated exactly like positive.) |
945 | * (Negative protections are calculated exactly like positive.) |
952 | * Resistance from potions are treated special as well. If there's |
946 | * Resistance from potions are treated special as well. If there's |
953 | * more than one potion-effect, the bigger prot.-value is taken. |
947 | * more than one potion-effect, the bigger prot.-value is taken. |
954 | */ |
948 | */ |
955 | if (tmp->type != POTION) |
949 | if (tmp->type != POTION) |
956 | { |
950 | { |
957 | for (i = 0; i < NROFATTACKS; i++) |
951 | for (int i = 0; i < NROFATTACKS; i++) |
958 | { |
952 | { |
959 | /* Potential for cursed potions, in which case we just can use |
953 | /* Potential for cursed potions, in which case we just can use |
960 | * a straight MAX, as potion_resist is initialised to zero. |
954 | * a straight MAX, as potion_resist is initialised to zero. |
961 | */ |
955 | */ |
962 | if (tmp->type == POTION_EFFECT) |
956 | if (tmp->type == POTION_EFFECT) |
… | |
… | |
1167 | * If there is an uncursed potion in effect, granting more protection |
1161 | * If there is an uncursed potion in effect, granting more protection |
1168 | * than that, we take: 'total resistance = resistance from potion'. |
1162 | * than that, we take: 'total resistance = resistance from potion'. |
1169 | * 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 |
1170 | * 'total resistance = vulnerability from cursed potion'. |
1164 | * 'total resistance = vulnerability from cursed potion'. |
1171 | */ |
1165 | */ |
1172 | for (i = 0; i < NROFATTACKS; i++) |
1166 | for (int i = 0; i < NROFATTACKS; i++) |
1173 | { |
1167 | { |
1174 | resist[i] = prot[i] - vuln[i]; |
1168 | resist[i] = prot[i] - vuln[i]; |
1175 | |
1169 | |
1176 | 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))) |
1177 | resist[i] = potion_resist[i]; |
1171 | resist[i] = potion_resist[i]; |
1178 | } |
1172 | } |
1179 | |
1173 | |
1180 | /* Figure out the players sp/mana/hp totals. */ |
|
|
1181 | if (type == PLAYER) |
1174 | if (type == PLAYER) |
1182 | { |
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. */ |
1183 | int pl_level; |
1183 | int pl_level; |
1184 | |
1184 | |
1185 | check_stat_bounds (&(stats)); |
1185 | check_stat_bounds (&(stats)); |
1186 | pl_level = level; |
1186 | pl_level = level; |
1187 | |
1187 | |
… | |
… | |
1189 | 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! */ |
1190 | |
1190 | |
1191 | /* 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, |
1192 | * 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. |
1193 | */ |
1193 | */ |
1194 | 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++) |
1195 | { |
1196 | { |
1196 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1197 | int j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1197 | |
1198 | |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1199 | if (i % 2 && con_bonus[stats.Con] % 2) |
1199 | if (con_bonus[stats.Con] > 0) |
1200 | if (con_bonus[stats.Con] > 0) |
1200 | j++; |
1201 | j++; |
1201 | else |
1202 | else |
1202 | j--; |
1203 | j--; |
1203 | |
1204 | |
1204 | 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 */ |
1205 | } |
1206 | } |
1206 | |
1207 | |
1207 | for (i = 11; i <= level; i++) |
1208 | stats.maxhp += 2 * max (0, level - 10); |
1208 | stats.maxhp += 2; |
|
|
1209 | |
1209 | |
1210 | if (stats.hp > stats.maxhp) |
1210 | if (stats.hp > stats.maxhp) |
1211 | stats.hp = stats.maxhp; |
1211 | stats.hp = stats.maxhp; |
1212 | |
1212 | |
1213 | /* Sp gain is controlled by the level of the player's |
1213 | /* Sp gain is controlled by the level of the player's |
… | |
… | |
1228 | stats.maxsp = 1; |
1228 | stats.maxsp = 1; |
1229 | else |
1229 | else |
1230 | { |
1230 | { |
1231 | float sp_tmp = 0.f; |
1231 | float sp_tmp = 0.f; |
1232 | |
1232 | |
1233 | for (i = 1; i <= min (10, mana_obj->level); i++) |
1233 | for (int i = 1; i <= min (10, mana_obj->level); i++) |
1234 | { |
1234 | { |
1235 | float stmp; |
1235 | float stmp; |
1236 | |
1236 | |
1237 | /* Got some extra bonus at first level */ |
1237 | /* Got some extra bonus at first level */ |
1238 | if (i < 2) |
1238 | if (i < 2) |
… | |
… | |
1262 | * 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 |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1264 | */ |
1264 | */ |
1265 | float sp_tmp = 0.f; |
1265 | float sp_tmp = 0.f; |
1266 | |
1266 | |
1267 | for (i = 1; i <= min (10, grace_obj->level); i++) |
1267 | for (int i = 1; i <= min (10, grace_obj->level); i++) |
1268 | { |
1268 | { |
1269 | float grace_tmp = 0.f; |
1269 | float grace_tmp = 0.f; |
1270 | |
1270 | |
1271 | /* Got some extra bonus at first level */ |
1271 | /* Got some extra bonus at first level */ |
1272 | if (i < 2) |
1272 | if (i < 2) |
… | |
… | |
1306 | |
1306 | |
1307 | if (contr && wc_obj && wc_obj->level > 1) |
1307 | if (contr && wc_obj && wc_obj->level > 1) |
1308 | { |
1308 | { |
1309 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1309 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
1310 | |
1310 | |
1311 | for (i = 1; i < wc_obj->level; i++) |
1311 | for (int i = 1; i < wc_obj->level; i++) |
1312 | { |
1312 | { |
1313 | /* additional wc every 6 levels */ |
1313 | /* additional wc every 6 levels */ |
1314 | if (!(i % 6)) |
1314 | if (!(i % 6)) |
1315 | wc--; |
1315 | wc--; |
1316 | |
1316 | |
… | |
… | |
1349 | /* 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) |
1350 | * or below (negative number) that the player is carrying. If above |
1350 | * or below (negative number) that the player is carrying. If above |
1351 | * weight limit, then player suffers a speed reduction based on how |
1351 | * weight limit, then player suffers a speed reduction based on how |
1352 | * much above he is, and what is max carry is |
1352 | * much above he is, and what is max carry is |
1353 | */ |
1353 | */ |
1354 | f = (carrying / 1000) - max_carry[stats.Str]; |
1354 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1355 | if (f > 0) |
1355 | if (f > 0.f) |
1356 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1356 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1357 | } |
1357 | } |
1358 | |
1358 | |
1359 | 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; |
1360 | |
1361 | |
1361 | /* 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 |
1362 | * 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. |
1363 | */ |
1364 | */ |
1364 | speed = speed * speed_reduce_from_disease; |
|
|
1365 | |
|
|
1366 | if (speed < 0.01f && type == PLAYER) |
1365 | if (speed < 0.04f && type == PLAYER) |
1367 | speed = 0.01f; |
1366 | speed = 0.04f; |
|
|
1367 | |
|
|
1368 | if (speed != old_speed) |
|
|
1369 | set_speed (speed); |
1368 | |
1370 | |
1369 | if (type == PLAYER) |
1371 | if (type == PLAYER) |
1370 | { |
1372 | { |
1371 | /* (This formula was made by vidarl@ifi.uio.no) |
1373 | /* (This formula was made by vidarl@ifi.uio.no) |
1372 | * Note that we never used these values again - basically |
1374 | * Note that we never used these values again - basically |
… | |
… | |
1404 | if (move_type == 0) |
1406 | if (move_type == 0) |
1405 | move_type = MOVE_WALK; |
1407 | move_type = MOVE_WALK; |
1406 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1408 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1407 | move_type &= ~MOVE_WALK; |
1409 | move_type &= ~MOVE_WALK; |
1408 | |
1410 | |
1409 | if (speed != old_speed) |
|
|
1410 | set_speed (speed); |
|
|
1411 | |
|
|
1412 | /* 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, |
1413 | * so we will check that now. |
1412 | * so we will check that now. |
1414 | */ |
1413 | */ |
1415 | if (type == PLAYER) |
1414 | if (type == PLAYER) |
1416 | { |
1415 | { |
… | |
… | |
1476 | /* 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, |
1477 | or else at random */ |
1476 | or else at random */ |
1478 | 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) |
1479 | atnr = abil->stats.exp; |
1478 | atnr = abil->stats.exp; |
1480 | |
1479 | |
1481 | level = (int) (level / 5.); |
1480 | level = (int) (level / 25.); |
1482 | |
1481 | |
1483 | /* now set the new title */ |
1482 | /* now set the new title */ |
1484 | if (pl->contr != NULL) |
1483 | if (pl->contr) |
1485 | { |
1484 | { |
1486 | if (level == 0) |
1485 | if (level == 0) |
1487 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1486 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1488 | else if (level == 1) |
1487 | else if (level == 1) |
1489 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1488 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |