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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 1.85 by root, Sun May 4 19:14:23 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 */
280 * that gives them that ability. 279 * that gives them that ability.
281 */ 280 */
282int 281int
283change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
284{ 283{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
286 char message[MAX_BUF]; 286 char message[MAX_BUF];
287 int potion_max = 0; 287 int potion_max = 0;
288 288
289 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
292 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 295
295 if (op->type == PLAYER) 296 if (op->type == PLAYER)
296 { 297 {
297 if (tmp->type == POTION) 298 if (tmp->type == POTION)
298 { 299 {
299 potion_max = 1; 300 potion_max = 1;
301
300 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
301 { 303 {
302 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
304 306
305 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
307 309
308 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
311 * to allow for that. 312 * to allow for that.
312 */ 313 */
313 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 315 nstat = 1;
366 { 367 {
367 success = 1; 368 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 370 }
370 371
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 373 {
373 success = 1; 374 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 376 }
376 377
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 379 {
379 success = 1; 380 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 382 }
382 383
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 385 {
385 success = 1; 386 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 388 }
388 389
390 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 394 * from fly high)
394 */ 395 */
395 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
396 { 397 {
397 success = 1; 398 success = 1;
398 399
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
421 } 422 }
422 423
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 425 * originally undead may change their status
425 */ 426 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 429 {
429 success = 1; 430 success = 1;
430 if (flag > 0) 431 if (flag > 0)
431 { 432 {
432 op->race = "undead"; 433 op->race = "undead";
437 op->race = op->arch->race; 438 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 440 }
440 } 441 }
441 442
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 444 {
444 success = 1; 445 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 447 }
447 448
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 450 {
450 success = 1; 451 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 453 }
453 454
454 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 456 * vision
456 */ 457 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
458 { 459 {
459 success = 1; 460 success = 1;
460 if (flag > 0) 461 if (flag > 0)
461 { 462 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 465 else
465 { 466 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 470 op->contr->do_los = 1;
470 } 471 }
471 } 472 }
472 else 473 else
473 { 474 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 477 else
477 { 478 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 482 op->contr->do_los = 1;
482 } 483 }
483 } 484 }
484 } 485 }
485 486
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 488 {
488 success = 1; 489 success = 1;
489 if (op->type == PLAYER) 490 if (op->type == PLAYER)
490 op->contr->do_los = 1; 491 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 493 }
493 494
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 496 {
496 success = 1; 497 success = 1;
497 if (flag > 0) 498 if (flag > 0)
498 { 499 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 502 else
502 { 503 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 505 if (op->type == PLAYER)
505 op->contr->do_los = 1; 506 op->contr->do_los = 1;
506 } 507 }
507 } 508 }
508 else 509 else
509 { 510 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 513 else
513 { 514 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 516 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
554 { 555 {
555 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
557 558
558 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
559 { 560 {
560 success = 1; 561 success = 1;
562
561 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 565 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 567
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 569 }
568 } 570 }
569 571
570 if (!potion_max) 572 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
575 { 575 {
576 success = 1; 576 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 578 }
579 }
580 }
581 579
582 return success; 580 return success;
583} 581}
584 582
585/* 583/*
757 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
758 */ 756 */
759void 757void
760object::update_stats () 758object::update_stats ()
761{ 759{
762 int i, j;
763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
764 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
767 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
768 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
769 767
770 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
771 if (type == PLAYER) 769 if (type == PLAYER)
772 { 770 {
773 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
774 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
775 773
776 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
777 contr->encumbrance = 0; 775 contr->encumbrance = 0;
778 776
779 attacktype = 0; 777 attacktype = 0;
817 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
818 * archetype clone 816 * archetype clone
819 */ 817 */
820 memcpy (&resist, &arch->resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
821 819
822 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
823 { 821 {
824 if (resist[i] > 0) 822 if (resist[i] > 0)
825 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
826 else 824 else
827 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
863 continue; 861 continue;
864 862
865 /* See note in map.c:update_position about making this additive 863 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here. 864 * since light sources are never applied, need to put check here.
867 */ 865 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius; 866 glow_radius = max (glow_radius, tmp->glow_radius);
870 867
871 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
872 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
873 { 870 {
874 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
887 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
888 grace_obj = tmp; 885 grace_obj = tmp;
889 } 886 }
890 } 887 }
891 888
892 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
893 * objects need to make adjustments. 890 * objects need to make adjustments.
894 * This block should handle all player specific changes 891 * This block should handle all player specific changes
895 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
896 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
897 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
914 && !tmp->flag [FLAG_CURSED] 911 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED]) 912 && !tmp->flag [FLAG_DAMNED])
916 continue; 913 continue;
917 914
918 for (int i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
919 if (expect_false (tmp->stats.stat (i))) 916 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);
921 917
922 if (digest_types [tmp->type]) 918 if (digest_types [tmp->type])
923 { 919 {
924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); 920 contr->digestion += tmp->stats.food;
925 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
926 contr->gen_sp += tmp->stats.sp; 922 contr->gen_sp += tmp->stats.sp;
927 contr->gen_grace += tmp->stats.grace; 923 contr->gen_grace += tmp->stats.grace;
928 contr->gen_sp_armour += tmp->gen_sp_armour; 924 contr->gen_sp_armour += tmp->gen_sp_armour;
929 } 925 }
934 current_weapon = tmp; 930 current_weapon = tmp;
935 } 931 }
936 932
937 /* Update slots used for items */ 933 /* Update slots used for items */
938 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
939 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
940 slot[i].used += tmp->slot[i].info; 936 slot[i].used += tmp->slot[i].info;
941 937
942 if (tmp->type == SYMPTOM) 938 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; 939 speed_reduce_from_disease =
948 } 940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
949 941
950 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
951 * (Negative protections are calculated exactly like positive.) 943 * (Negative protections are calculated exactly like positive.)
952 * Resistance from potions are treated special as well. If there's 944 * Resistance from potions are treated special as well. If there's
953 * more than one potion-effect, the bigger prot.-value is taken. 945 * more than one potion-effect, the bigger prot.-value is taken.
954 */ 946 */
955 if (tmp->type != POTION) 947 if (tmp->type != POTION)
956 { 948 {
957 for (i = 0; i < NROFATTACKS; i++) 949 for (int i = 0; i < NROFATTACKS; i++)
958 { 950 {
959 /* Potential for cursed potions, in which case we just can use 951 /* Potential for cursed potions, in which case we just can use
960 * a straight MAX, as potion_resist is initialised to zero. 952 * a straight MAX, as potion_resist is initialised to zero.
961 */ 953 */
962 if (tmp->type == POTION_EFFECT) 954 if (tmp->type == POTION_EFFECT)
1167 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1168 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1169 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1170 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1171 */ 1163 */
1172 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1173 { 1165 {
1174 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1175 1167
1176 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1177 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1178 } 1170 }
1179 1171
1180 /* Figure out the players sp/mana/hp totals. */
1181 if (type == PLAYER) 1172 if (type == PLAYER)
1182 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1183 int pl_level; 1181 int pl_level;
1184 1182
1185 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1186 pl_level = level; 1184 pl_level = level;
1187 1185
1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1190 1188
1191 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* 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. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1193 */ 1191 */
1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1195 { 1194 {
1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197 1196
1198 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1199 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1200 j++; 1199 j++;
1201 else 1200 else
1202 j--; 1201 j--;
1203 1202
1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1205 } 1204 }
1206 1205
1207 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1208 stats.maxhp += 2;
1209 1207
1210 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1211 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1212 1210
1213 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1228 stats.maxsp = 1; 1226 stats.maxsp = 1;
1229 else 1227 else
1230 { 1228 {
1231 float sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1232 1230
1233 for (i = 1; i <= min (10, mana_obj->level); i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1234 { 1232 {
1235 float stmp; 1233 float stmp;
1236 1234
1237 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1238 if (i < 2) 1236 if (i < 2)
1262 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1263 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1264 */ 1262 */
1265 float sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1266 1264
1267 for (i = 1; i <= min (10, grace_obj->level); i++) 1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1268 { 1266 {
1269 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1270 1268
1271 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1272 if (i < 2) 1270 if (i < 2)
1306 1304
1307 if (contr && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1308 { 1306 {
1309 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310 1308
1311 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1312 { 1310 {
1313 /* additional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1314 if (!(i % 6)) 1312 if (!(i % 6))
1315 wc--; 1313 wc--;
1316 1314
1349 /* f is a number the represents the number of kg above (positive num) 1347 /* 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 1348 * or below (negative number) that the player is carrying. If above
1351 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1352 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1353 */ 1351 */
1354 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1355 if (f > 0) 1353 if (f > 0.f)
1356 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1357 } 1355 }
1358 1356
1359 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1360 1359
1361 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* 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. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1363 */ 1362 */
1364 speed = speed * speed_reduce_from_disease;
1365
1366 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1367 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1368 1368
1369 if (type == PLAYER) 1369 if (type == PLAYER)
1370 { 1370 {
1371 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1372 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1404 if (move_type == 0) 1404 if (move_type == 0)
1405 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1407 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1408 1408
1409 if (speed != old_speed)
1410 set_speed (speed);
1411
1412 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1413 * so we will check that now. 1410 * so we will check that now.
1414 */ 1411 */
1415 if (type == PLAYER) 1412 if (type == PLAYER)
1416 { 1413 {
1476 /* now if there are equals at highest level, pick the one with focus, 1473 /* now if there are equals at highest level, pick the one with focus,
1477 or else at random */ 1474 or else at random */
1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1479 atnr = abil->stats.exp; 1476 atnr = abil->stats.exp;
1480 1477
1481 level = (int) (level / 5.); 1478 level = (int) (level / 25.);
1482 1479
1483 /* now set the new title */ 1480 /* now set the new title */
1484 if (pl->contr != NULL) 1481 if (pl->contr)
1485 { 1482 {
1486 if (level == 0) 1483 if (level == 0)
1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1488 else if (level == 1) 1485 else if (level == 1)
1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);

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