--- deliantra/server/common/living.C 2007/07/31 18:08:58 1.73 +++ deliantra/server/common/living.C 2007/11/08 01:14:12 1.79 @@ -706,6 +706,46 @@ } } +/* These are the items that currently can change digestion, regeneration, + * spell point recovery and mana point recovery. Seems sort of an arbitary + * list, but other items store other info into stats array. + */ +static struct digest_types : std::bitset +{ + digest_types () + { + set (WEAPON); + set (BOW); + set (ARMOUR); + set (HELMET); + set (SHIELD); + set (RING); + set (BOOTS); + set (GLOVES); + set (AMULET); + set (GIRDLE); + set (BRACERS); + set (CLOAK); + set (DISEASE); + set (FORCE); + set (SKILL); + } +} digest_types; + +static struct copy_flags : object::flags_t +{ + copy_flags () + { + set (FLAG_LIFESAVE); + set (FLAG_REFL_SPELL); + set (FLAG_REFL_MISSILE); + set (FLAG_STEALTH); + set (FLAG_XRAYS); + set (FLAG_BLIND); + set (FLAG_SEE_IN_DARK); + } +} copy_flags; + /* * Updates all abilities given by applied objects in the inventory * of the given object. Note: This function works for both monsters @@ -719,19 +759,19 @@ void object::update_stats () { - int i, j; - float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; + float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; int weapon_weight = 0, weapon_speed = 0; int best_wc = 0, best_ac = 0, wc = 0, ac = 0; int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; object *grace_obj = NULL, *mana_obj = NULL, *tmp; float old_speed = speed; + int stat_sum [NUM_STATS]; /* First task is to clear all the values back to their original values */ if (type == PLAYER) { - for (i = 0; i < NUM_STATS; i++) - stats.stat (i) = contr->orig_stats.stat (i); + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] = contr->orig_stats.stat (i); if (settings.spell_encumbrance == TRUE) contr->encumbrance = 0; @@ -779,7 +819,7 @@ */ memcpy (&resist, &arch->resist, sizeof (resist)); - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { if (resist[i] > 0) prot[i] = resist[i], vuln[i] = 0; @@ -801,7 +841,7 @@ */ if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) { - ac = MAX (-10, arch->stats.ac - level / 3); + ac = max (-10, arch->stats.ac - level / 3); prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; } else @@ -875,23 +915,12 @@ && !tmp->flag [FLAG_DAMNED]) continue; - for (i = 0; i < NUM_STATS; i++) - change_attr_value (&stats, i, tmp->stats.stat (i)); + for (int i = 0; i < NUM_STATS; i++) + stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); - /* These are the items that currently can change digestion, regeneration, - * spell point recovery and mana point recovery. Seems sort of an arbitary - * list, but other items store other info into stats array. - */ - if (tmp->type == WEAPON || tmp->type == BOW || - tmp->type == ARMOUR || tmp->type == HELMET || - tmp->type == SHIELD || tmp->type == RING || - tmp->type == BOOTS || tmp->type == GLOVES || - tmp->type == AMULET || tmp->type == GIRDLE || - tmp->type == BRACERS || tmp->type == CLOAK || - tmp->type == DISEASE || tmp->type == FORCE || - tmp->type == SKILL) + if (digest_types [tmp->type]) { - contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); + contr->digestion += tmp->stats.food; contr->gen_hp += tmp->stats.hp; contr->gen_sp += tmp->stats.sp; contr->gen_grace += tmp->stats.grace; @@ -906,16 +935,12 @@ /* Update slots used for items */ if (QUERY_FLAG (tmp, FLAG_APPLIED)) - for (i = 0; i < NUM_BODY_LOCATIONS; i++) + for (int i = 0; i < NUM_BODY_LOCATIONS; i++) slot[i].used += tmp->slot[i].info; if (tmp->type == SYMPTOM) - { - speed_reduce_from_disease = tmp->last_sp / 100.f; - - if (speed_reduce_from_disease == 0) - speed_reduce_from_disease = 1; - } + speed_reduce_from_disease = + min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); /* Pos. and neg. protections are counted seperate (-> pro/vuln). * (Negative protections are calculated exactly like positive.) @@ -924,7 +949,7 @@ */ if (tmp->type != POTION) { - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { /* Potential for cursed potions, in which case we just can use * a straight MAX, as potion_resist is initialised to zero. @@ -932,7 +957,7 @@ if (tmp->type == POTION_EFFECT) { if (potion_resist[i]) - potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); + potion_resist[i] = max (potion_resist[i], tmp->resist[i]); else potion_resist[i] = tmp->resist[i]; } @@ -954,13 +979,7 @@ stats.luck += tmp->stats.luck; } - if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); - if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); - if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); - if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); - if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); - if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); - if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); + flag |= tmp->flag & copy_flags; if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) SET_FLAG (this, FLAG_UNDEAD); @@ -1127,8 +1146,8 @@ if (tmp->stats.ac) ac -= (tmp->stats.ac + tmp->magic); - if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) - max = ARMOUR_SPEED (tmp) / 10.f; + if (ARMOUR_SPEED (tmp)) + max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); break; } /* switch tmp->type */ @@ -1145,7 +1164,7 @@ * If there is a cursed (and no uncursed) potion in effect, we take * 'total resistance = vulnerability from cursed potion'. */ - for (i = 0; i < NROFATTACKS; i++) + for (int i = 0; i < NROFATTACKS; i++) { resist[i] = prot[i] - vuln[i]; @@ -1153,9 +1172,15 @@ resist[i] = potion_resist[i]; } - /* Figure out the players sp/mana/hp totals. */ if (type == PLAYER) { + // clamp various player stats + for (int i = 0; i < NUM_STATS; ++i) + stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT); + + contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION); + + /* Figure out the players sp/mana/hp totals. */ int pl_level; check_stat_bounds (&(stats)); @@ -1167,23 +1192,21 @@ /* You basically get half a con bonus/level. But we do take into account rounding, * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. */ - for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) + stats.maxhp = 0; + for (int i = 1; i <= min (10, pl_level); i++) { - j = contr->levhp[i] + con_bonus[stats.Con] / 2; + int j = contr->levhp[i] + con_bonus[stats.Con] / 2; if (i % 2 && con_bonus[stats.Con] % 2) - { - if (con_bonus[stats.Con] > 0) - j++; - else - j--; - } + if (con_bonus[stats.Con] > 0) + j++; + else + j--; stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ } - for (i = 11; i <= level; i++) - stats.maxhp += 2; + stats.maxhp += 2 * max (0, level - 10); if (stats.hp > stats.maxhp) stats.hp = stats.maxhp; @@ -1206,9 +1229,9 @@ stats.maxsp = 1; else { - sp_tmp = 0.f; + float sp_tmp = 0.f; - for (i = 1; i <= mana_obj->level && i <= 10; i++) + for (int i = 1; i <= min (10, mana_obj->level); i++) { float stmp; @@ -1218,21 +1241,14 @@ else stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; - if (stmp < 1.f) - stmp = 1.f; - - sp_tmp += stmp; + sp_tmp += max (1.f, stmp); } - stats.maxsp = (sint16)sp_tmp; - - for (i = 11; i <= mana_obj->level; i++) - stats.maxsp += 2; + stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); } /* Characters can get their sp supercharged via rune of transferrance */ - if (stats.sp > stats.maxsp * 2) - stats.sp = stats.maxsp * 2; + stats.sp = min (stats.sp, stats.maxsp * 2); /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ if (!grace_obj || !grace_obj->level || type != PLAYER) @@ -1247,8 +1263,9 @@ * becomes big jumps when the sums of the bonuses jump to the next * step of 8 - with floats, even fractional ones are useful. */ - sp_tmp = 0.f; - for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) + float sp_tmp = 0.f; + + for (int i = 1; i <= min (10, grace_obj->level); i++) { float grace_tmp = 0.f; @@ -1258,17 +1275,11 @@ else grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; - if (grace_tmp < 1.f) - grace_tmp = 1.f; - - sp_tmp += grace_tmp; + sp_tmp += max (1.f, grace_tmp); } - stats.maxgrace = (sint16)sp_tmp; - - /* two grace points per level after 11 */ - for (i = 11; i <= grace_obj->level; i++) - stats.maxgrace += 2; + /* two grace points per level after 10 */ + stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); } /* No limit on grace vs maxgrace */ @@ -1298,7 +1309,7 @@ { wc -= wc_obj->level + thaco_bonus[stats.Str]; - for (i = 1; i < wc_obj->level; i++) + for (int i = 1; i < wc_obj->level; i++) { /* additional wc every 6 levels */ if (!(i % 6)) @@ -1332,8 +1343,7 @@ speed /= 1.f - added_speed; /* Max is determined by armour */ - if (speed > max) - speed = max; + speed = min (speed, max_speed); if (type == PLAYER) { @@ -1342,20 +1352,22 @@ * weight limit, then player suffers a speed reduction based on how * much above he is, and what is max carry is */ - f = (carrying / 1000) - max_carry[stats.Str]; - if (f > 0) + float f = (carrying / 1000) - max_carry[stats.Str]; + if (f > 0.f) speed = speed / (1.f + f / max_carry[stats.Str]); } speed += bonus_speed / 10.f; /* Not affected by limits */ + speed *= speed_reduce_from_disease; /* Put a lower limit on speed. Note with this speed, you move once every - * 100 ticks or so. This amounts to once every 12 seconds of realtime. + * 25 ticks or so. This amounts to once every 3 seconds of realtime. */ - speed = speed * speed_reduce_from_disease; + if (speed < 0.04f && type == PLAYER) + speed = 0.04f; - if (speed < 0.01f && type == PLAYER) - speed = 0.01f; + if (speed != old_speed) + set_speed (speed); if (type == PLAYER) { @@ -1397,9 +1409,6 @@ else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) move_type &= ~MOVE_WALK; - if (speed != old_speed) - set_speed (speed); - /* It is quite possible that a player's spell costing might have changed, * so we will check that now. */ @@ -1472,7 +1481,7 @@ level = (int) (level / 5.); /* now set the new title */ - if (pl->contr != NULL) + if (pl->contr) { if (level == 0) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);