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Comparing deliantra/server/common/living.C (file contents):
Revision 1.64 by root, Sat May 26 15:44:02 2007 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * 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 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 <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 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
29 * 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
30 * 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
31 */ 29 */
311 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
312 * to allow for that. 310 * to allow for that.
313 */ 311 */
314 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 313 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 315 nstat = 20 + op->arch->stats.stat (j);
318 316
319 if (nstat != ostat) 317 if (nstat != ostat)
320 { 318 {
321 op->contr->orig_stats.stat (j) = nstat; 319 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 320 potion_max = 0;
422 } 420 }
423 421
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 423 * originally undead may change their status
426 */ 424 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 427 {
430 success = 1; 428 success = 1;
431 if (flag > 0) 429 if (flag > 0)
432 { 430 {
433 op->race = "undead"; 431 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 433 }
436 else 434 else
437 { 435 {
438 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 438 }
441 } 439 }
442 440
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 683void
686object::remove_statbonus () 684object::remove_statbonus ()
687{ 685{
688 for (int i = 0; i < NUM_STATS; ++i) 686 for (int i = 0; i < NUM_STATS; ++i)
689 { 687 {
690 sint8 v = arch->clone.stats.stat (i); 688 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 689 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 690 contr->orig_stats.stat (i) -= v;
693 } 691 }
694} 692}
695 693
699void 697void
700object::add_statbonus () 698object::add_statbonus ()
701{ 699{
702 for (int i = 0; i < NUM_STATS; ++i) 700 for (int i = 0; i < NUM_STATS; ++i)
703 { 701 {
704 sint8 v = arch->clone.stats.stat (i); 702 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 703 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
707 } 705 }
708} 706}
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;
709 747
710/* 748/*
711 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
713 * 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.
718 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
719 */ 757 */
720void 758void
721object::update_stats () 759object::update_stats ()
722{ 760{
723 int i, j;
724 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;
725 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
730 768
731 /* 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 */
732 if (type == PLAYER) 770 if (type == PLAYER)
733 { 771 {
734 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 773 stat_sum [i] = contr->orig_stats.stat (i);
736 774
737 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 776 contr->encumbrance = 0;
739 777
740 attacktype = 0; 778 attacktype = 0;
760 798
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
764 802
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 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); 804 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); 805 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); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 807
770 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
775 813
776 chosen_skill = 0; 814 chosen_skill = 0;
777 815
778 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
779 * archetype clone 817 * archetype clone
780 */ 818 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
782 820
783 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
784 { 822 {
785 if (resist[i] > 0) 823 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
787 else 825 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
789 827
790 potion_resist[i] = 0; 828 potion_resist[i] = 0;
791 } 829 }
792 830
793 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
795 833
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 839 * that their protection from physical goes down
802 */ 840 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 842 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
806 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;
807 } 845 }
808 else 846 else
809 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
810 848
811 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 850 speed = arch->speed;
813 851
814 /* 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.
815 * 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.
816 */ 854 */
817 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
865 || (tmp->type == SKILL 903 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
867 { 905 {
868 if (type == PLAYER) 906 if (type == PLAYER)
869 { 907 {
908 contr->item_power += tmp->item_power;
909
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
871 if (tmp != current_weapon 911 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED] 913 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED]) 914 && !tmp->flag [FLAG_DAMNED])
875 continue; 915 continue;
876 916
877 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
879 919
880 /* These are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 { 921 {
893 contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
895 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 927 }
900 } /* if this is a player */ 928 } /* if this is a player */
901 else 929 else
902 { 930 {
903 if (tmp->type == WEAPON) 931 if (tmp->type == WEAPON)
904 current_weapon = tmp; 932 current_weapon = tmp;
905 } 933 }
906 934
907 /* Update slots used for items */ 935 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 938 slot[i].used += tmp->slot[i].info;
911 939
912 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
918 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
919 943
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 948 */
925 if (tmp->type != POTION) 949 if (tmp->type != POTION)
926 { 950 {
927 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
928 { 952 {
929 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
931 */ 955 */
932 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
933 { 957 {
934 if (potion_resist[i]) 958 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
936 else 960 else
937 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
938 } 962 }
939 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 977 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
955 } 979 }
956 980
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 981 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 982
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
967 985
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969 { 987 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
1125 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1126 1144
1127 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1128 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1129 1147
1130 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1148 if (ARMOUR_SPEED (tmp))
1131 max = ARMOUR_SPEED (tmp) / 10.f; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1132 1150
1133 break; 1151 break;
1134 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1135 } /* item is equipped */ 1153 } /* item is equipped */
1136 } /* for loop of items */ 1154 } /* for loop of items */
1143 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1144 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1145 * 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
1146 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1147 */ 1165 */
1148 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1149 { 1167 {
1150 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1151 1169
1152 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)))
1153 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1154 } 1172 }
1155 1173
1156 /* Figure out the players sp/mana/hp totals. */
1157 if (type == PLAYER) 1174 if (type == PLAYER)
1158 { 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. */
1159 int pl_level; 1183 int pl_level;
1160 1184
1161 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1162 pl_level = level; 1186 pl_level = level;
1163 1187
1165 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! */
1166 1190
1167 /* 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,
1168 * 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.
1169 */ 1193 */
1170 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++)
1171 { 1196 {
1172 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1173 1198
1174 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1175 {
1176 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1177 j++; 1201 j++;
1178 else 1202 else
1179 j--; 1203 j--;
1180 }
1181 1204
1182 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 */
1183 } 1206 }
1184 1207
1185 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1186 stats.maxhp += 2;
1187 1209
1188 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1189 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1190 1212
1191 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1204 1226
1205 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1206 stats.maxsp = 1; 1228 stats.maxsp = 1;
1207 else 1229 else
1208 { 1230 {
1209 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1210 1232
1211 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1212 { 1234 {
1213 float stmp; 1235 float stmp;
1214 1236
1215 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1216 if (i < 2) 1238 if (i < 2)
1217 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;
1218 else 1240 else
1219 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;
1220 1242
1221 if (stmp < 1.f)
1222 stmp = 1.f;
1223
1224 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1225 } 1244 }
1226 1245
1227 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1228
1229 for (i = 11; i <= mana_obj->level; i++)
1230 stats.maxsp += 2;
1231 } 1247 }
1232 1248
1233 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1234 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1235 stats.sp = stats.maxsp * 2;
1236 1251
1237 /* 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 */
1238 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1239 grace_obj = this; 1254 grace_obj = this;
1240 1255
1245 /* 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
1246 * 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
1247 * 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
1248 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1249 */ 1264 */
1250 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1251 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++)
1252 { 1268 {
1253 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1254 1270
1255 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1256 if (i < 2) 1272 if (i < 2)
1257 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;
1258 else 1274 else
1259 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;
1260 1276
1261 if (grace_tmp < 1.f)
1262 grace_tmp = 1.f;
1263
1264 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1265 } 1278 }
1266 1279
1267 stats.maxgrace = (sint16)sp_tmp;
1268
1269 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1270 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1271 stats.maxgrace += 2;
1272 } 1282 }
1273 1283
1274 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1275 1285
1276 if (contr->braced) 1286 if (contr->braced)
1296 1306
1297 if (contr && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1298 { 1308 {
1299 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1300 1310
1301 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1302 { 1312 {
1303 /* additional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1304 if (!(i % 6)) 1314 if (!(i % 6))
1305 wc--; 1315 wc--;
1306 1316
1321 1331
1322 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1323 speed -= 1; 1333 speed -= 1;
1324 1334
1325 if (attacktype == 0) 1335 if (attacktype == 0)
1326 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1327 } /* End if player */ 1337 } /* End if player */
1328 1338
1329 if (added_speed >= 0) 1339 if (added_speed >= 0)
1330 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1331 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1332 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1333 1343
1334 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1335 if (speed > max) 1345 speed = min (speed, max_speed);
1336 speed = max;
1337 1346
1338 if (type == PLAYER) 1347 if (type == PLAYER)
1339 { 1348 {
1340 /* 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)
1341 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1342 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1343 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1344 */ 1353 */
1345 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1346 if (f > 0) 1355 if (f > 0.f)
1347 speed = speed / (1.f + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1348 } 1357 }
1349 1358
1350 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;
1351 1361
1352 /* 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
1353 * 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.
1354 */ 1364 */
1355 speed = speed * speed_reduce_from_disease;
1356
1357 if (speed < 0.01f && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1358 speed = 0.01f; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1359 1370
1360 if (type == PLAYER) 1371 if (type == PLAYER)
1361 { 1372 {
1362 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1363 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1378 1389
1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1380 } 1391 }
1381 1392
1382 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1384 stats.dam = arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1385 1396
1386 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1387 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1388 1399
1389 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1395 if (move_type == 0) 1406 if (move_type == 0)
1396 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1397 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1398 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1399 1410
1400 if (speed != old_speed)
1401 set_speed (speed);
1402
1403 /* 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,
1404 * so we will check that now. 1412 * so we will check that now.
1405 */ 1413 */
1406 if (type == PLAYER) 1414 if (type == PLAYER)
1407 { 1415 {
1467 /* 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,
1468 or else at random */ 1476 or else at random */
1469 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)
1470 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1471 1479
1472 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1473 1481
1474 /* now set the new title */ 1482 /* now set the new title */
1475 if (pl->contr != NULL) 1483 if (pl->contr)
1476 { 1484 {
1477 if (level == 0) 1485 if (level == 0)
1478 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1479 else if (level == 1) 1487 else if (level == 1)
1480 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1509 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1510 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1511 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1512 1520
1513 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1516
1517 for (tmp = who->inv; tmp; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1518 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1519 if (tmp->arch->name == dragon_ability_force) 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1520 abil = tmp; 1525 abil = tmp;
1521 else if (tmp->arch->name == dragon_skin_force) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1522 skin = tmp; 1527 skin = tmp;
1523 1528
1524 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1525 if (abil == NULL) 1530 if (abil == NULL)
1526 return; 1531 return;
1602 */ 1607 */
1603void 1608void
1604player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1605{ 1610{
1606 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1607 1613
1608 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1609 op = who; 1615 op = who;
1610 1616
1611 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))
1612 { 1618 {
1619 changed = true;
1620
1613 op->level++; 1621 op->level++;
1614 1622
1615 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))
1616 dragon_level_gain (who); 1624 dragon_level_gain (who);
1617 1625
1621 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;
1622 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);
1623 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;
1624 } 1632 }
1625 1633
1626 who->update_stats ();
1627 if (op->level > 1) 1634 if (op->level > 1)
1628 { 1635 {
1629 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1630 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 }
1631 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1632 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1633 1646
1634 if (who) 1647 if (who)
1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1636 } 1649 }
1637
1638 player_lvl_adj (who, op); /* To increase more levels */
1639 } 1650 }
1651
1640 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))
1641 { 1653 {
1654 changed = true;
1655
1642 op->level--; 1656 op->level--;
1643 who->update_stats ();
1644 1657
1645 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1646 { 1659 {
1647 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);
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1662 }
1663 }
1650 1664
1651 player_lvl_adj (who, op); /* To decrease more levels */ 1665 if (changed)
1652 } 1666 {
1653 1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1654 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1655 esrv_update_stats (who->contr);
1656 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1657} 1672}
1658 1673
1659/* 1674/*
1660 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1661 * 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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