--- deliantra/server/common/living.C 2007/06/04 13:04:00 1.67
+++ deliantra/server/common/living.C 2007/08/07 21:58:25 1.74
@@ -1,23 +1,22 @@
/*
- * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
+ * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
*
* Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software; you can redistribute it and/or modify it
- * under the terms of the GNU General Public License as published by the Free
- * Software Foundation; either version 2 of the License, or (at your option)
- * any later version.
+ * Crossfire TRT is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
*
- * This program is distributed in the hope that it will be useful, but
- * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
- * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
- * for more details.
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
*
- * You should have received a copy of the GNU General Public License along
- * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
- * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see .
*
* The authors can be reached via e-mail to
*/
@@ -707,6 +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
@@ -721,7 +760,7 @@
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];
@@ -802,7 +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
@@ -867,6 +906,8 @@
{
if (type == PLAYER)
{
+ contr->item_power += tmp->item_power;
+
if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
if (tmp != current_weapon
&& (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
@@ -874,28 +915,17 @@
&& !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++)
+ if (expect_false (tmp->stats.stat (i)))
+ stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
- /* 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 += tmp->stats.food;
+ contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
contr->gen_hp += tmp->stats.hp;
contr->gen_sp += tmp->stats.sp;
contr->gen_grace += tmp->stats.grace;
contr->gen_sp_armour += tmp->gen_sp_armour;
- contr->item_power += tmp->item_power;
}
} /* if this is a player */
else
@@ -932,7 +962,7 @@
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 +984,7 @@
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 +1151,8 @@
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 */
@@ -1172,12 +1196,10 @@
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 */
}
@@ -1206,9 +1228,9 @@
stats.maxsp = 1;
else
{
- sp_tmp = 0.f;
+ float sp_tmp = 0.f;
- for (i = 1; i <= mana_obj->level && i <= 10; i++)
+ for (i = 1; i <= min (10, mana_obj->level); i++)
{
float stmp;
@@ -1218,21 +1240,14 @@
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 +1262,9 @@
* 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 (i = 1; i <= min (10, grace_obj->level); i++)
{
float grace_tmp = 0.f;
@@ -1258,17 +1274,11 @@
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 */
@@ -1332,8 +1342,7 @@
speed /= 1.f - added_speed;
/* Max is determined by armour */
- if (speed > max)
- speed = max;
+ speed = min (speed, max_speed);
if (type == PLAYER)
{
@@ -1511,14 +1520,11 @@
char buf[MAX_BUF]; /* tmp. string buffer */
/* now grab the 'dragon_ability'-forces from the player's inventory */
- shstr_cmp dragon_ability_force ("dragon_ability_force");
- shstr_cmp dragon_skin_force ("dragon_skin_force");
-
for (tmp = who->inv; tmp; tmp = tmp->below)
if (tmp->type == FORCE)
- if (tmp->arch->archname == dragon_ability_force)
+ if (tmp->arch->archname == shstr_dragon_ability_force)
abil = tmp;
- else if (tmp->arch->archname == dragon_skin_force)
+ else if (tmp->arch->archname == shstr_dragon_skin_force)
skin = tmp;
/* if the force is missing -> bail out */
@@ -1604,12 +1610,15 @@
player_lvl_adj (object *who, object *op)
{
char buf[MAX_BUF];
+ bool changed = false;
if (!op) /* when rolling stats */
op = who;
- if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
+ while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
{
+ changed = true;
+
op->level++;
if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
@@ -1623,37 +1632,44 @@
who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
}
- who->update_stats ();
if (op->level > 1)
{
if (op->type != PLAYER)
- sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
+ {
+ who->contr->play_sound (sound_find ("skill_up"));
+ sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
+ }
else
- sprintf (buf, "You are now level %d.", op->level);
+ {
+ who->contr->play_sound (sound_find ("level_up"));
+ sprintf (buf, "You are now level %d.", op->level);
+ }
if (who)
new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
}
-
- player_lvl_adj (who, op); /* To increase more levels */
}
- else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
+
+ while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
{
+ changed = true;
+
op->level--;
- who->update_stats ();
if (op->type != PLAYER)
{
sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
}
-
- player_lvl_adj (who, op); /* To decrease more levels */
}
- /* check if the spell data has changed */
- esrv_update_stats (who->contr);
- esrv_update_spells (who->contr);
+ if (changed)
+ {
+ who->update_stats ();
+ esrv_update_stats (who->contr);
+ /* check if the spell data has changed */
+ esrv_update_spells (who->contr);
+ }
}
/*