1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | * |
7 | * |
… | |
… | |
818 | * Updates all abilities given by applied objects in the inventory |
818 | * Updates all abilities given by applied objects in the inventory |
819 | * of the given object. Note: This function works for both monsters |
819 | * of the given object. Note: This function works for both monsters |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
820 | * and players; the "player" in the name is purely an archaic inheritance. |
821 | * This functions starts from base values (archetype or player object) |
821 | * This functions starts from base values (archetype or player object) |
822 | * and then adjusts them according to what the player has equipped. |
822 | * and then adjusts them according to what the player has equipped. |
823 | */ |
823 | * |
824 | |
|
|
825 | /* July 95 - inserted stuff to handle new skills/exp system - b.t. |
824 | * July 95 - inserted stuff to handle new skills/exp system - b.t. |
826 | spell system split, grace points now added to system --peterm |
825 | * spell system split, grace points now added to system --peterm |
827 | */ |
826 | */ |
828 | |
|
|
829 | void |
827 | void |
830 | object::update_stats () |
828 | object::update_stats () |
831 | { |
829 | { |
832 | int i, j; |
830 | int i, j; |
833 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
831 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
… | |
… | |
845 | |
843 | |
846 | if (settings.spell_encumbrance == TRUE) |
844 | if (settings.spell_encumbrance == TRUE) |
847 | contr->encumbrance = 0; |
845 | contr->encumbrance = 0; |
848 | |
846 | |
849 | attacktype = 0; |
847 | attacktype = 0; |
|
|
848 | |
850 | contr->digestion = 0; |
849 | contr->digestion = 0; |
851 | contr->gen_hp = 0; |
850 | contr->gen_hp = 0; |
852 | contr->gen_sp = 0; |
851 | contr->gen_sp = 0; |
853 | contr->gen_grace = 0; |
852 | contr->gen_grace = 0; |
854 | contr->gen_sp_armour = 10; |
853 | contr->gen_sp_armour = 10; |
855 | contr->item_power = 0; |
854 | contr->item_power = 0; |
856 | |
855 | |
857 | /* Don't clobber all the range_ values. range_golem otherwise |
856 | /* Don't clobber all the range_ values. range_golem otherwise |
858 | * gets reset for no good reason, and we don't want to reset |
857 | * gets reset for no good reason, and we don't want to reset |
859 | * range_magic (what spell is readied). These three below |
858 | * range_magic (what spell is readied). These three below |
860 | * well get filled in based on what the player has equipped. |
859 | * well get filled in based on what the player has equipped. |
861 | */ |
860 | */ |
862 | contr->ranges[range_bow] = NULL; |
861 | contr->ranges[range_bow] = 0; |
863 | contr->ranges[range_misc] = NULL; |
862 | contr->ranges[range_misc] = 0; |
864 | contr->ranges[range_skill] = NULL; |
863 | contr->ranges[range_skill] = 0; |
865 | } |
864 | } |
866 | |
865 | |
867 | memcpy (body_used, body_info, sizeof (body_info)); |
866 | memcpy (body_used, body_info, sizeof (body_info)); |
868 | |
867 | |
869 | slaying = 0; |
868 | slaying = 0; |
… | |
… | |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
880 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
881 | if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); |
883 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
882 | if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); |
884 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
883 | if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); |
885 | |
884 | |
886 | path_attuned = arch->clone.path_attuned; |
885 | path_attuned = arch->clone.path_attuned; |
887 | path_repelled = arch->clone.path_repelled; |
886 | path_repelled = arch->clone.path_repelled; |
888 | path_denied = arch->clone.path_denied; |
887 | path_denied = arch->clone.path_denied; |
889 | glow_radius = arch->clone.glow_radius; |
888 | glow_radius = arch->clone.glow_radius; |
890 | move_type = arch->clone.move_type; |
889 | move_type = arch->clone.move_type; |
|
|
890 | |
891 | chosen_skill = NULL; |
891 | chosen_skill = NULL; |
892 | |
892 | |
893 | /* initializing resistances from the values in player/monster's |
893 | /* initializing resistances from the values in player/monster's |
894 | * archetype clone |
894 | * archetype clone |
895 | */ |
895 | */ |
… | |
… | |
926 | speed = arch->clone.speed; |
926 | speed = arch->clone.speed; |
927 | |
927 | |
928 | /* OK - we've reset most all the objects attributes to sane values. |
928 | /* OK - we've reset most all the objects attributes to sane values. |
929 | * now go through and make adjustments for what the player has equipped. |
929 | * now go through and make adjustments for what the player has equipped. |
930 | */ |
930 | */ |
931 | |
|
|
932 | for (tmp = inv; tmp; tmp = tmp->below) |
931 | for (tmp = inv; tmp; tmp = tmp->below) |
933 | { |
932 | { |
934 | /* See note in map.c:update_position about making this additive |
933 | /* See note in map.c:update_position about making this additive |
935 | * since light sources are never applied, need to put check here. |
934 | * since light sources are never applied, need to put check here. |
936 | */ |
935 | */ |
937 | if (tmp->glow_radius > glow_radius) |
936 | if (tmp->glow_radius > glow_radius) |
938 | glow_radius = tmp->glow_radius; |
937 | glow_radius = tmp->glow_radius; |
939 | |
938 | |
940 | /* This happens because apply_potion calls change_abil with the potion |
939 | /* This happens because apply_potion calls change_abil with the potion |
941 | * applied so we can tell the player what chagned. But change_abil |
940 | * applied so we can tell the player what changed. But change_abil |
942 | * then calls this function. |
941 | * then calls this function. |
943 | */ |
942 | */ |
944 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
943 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
945 | continue; |
944 | continue; |
946 | |
945 | |
… | |
… | |
972 | * in the praying skill, and the player should always get those. |
971 | * in the praying skill, and the player should always get those. |
973 | * It also means we need to put in additional checks for applied below, |
972 | * It also means we need to put in additional checks for applied below, |
974 | * because the skill shouldn't count against body positions being used |
973 | * because the skill shouldn't count against body positions being used |
975 | * up, etc. |
974 | * up, etc. |
976 | */ |
975 | */ |
977 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || |
976 | if ((QUERY_FLAG (tmp, FLAG_APPLIED) |
|
|
977 | && tmp->type != CONTAINER |
|
|
978 | && tmp->type != CLOSE_CON) |
|
|
979 | || (tmp->type == SKILL |
978 | (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) |
980 | && tmp->subtype == SK_PRAYING)) |
979 | { |
981 | { |
980 | if (type == PLAYER) |
982 | if (type == PLAYER) |
981 | { |
983 | { |
982 | if (tmp->type == BOW) |
984 | if (tmp->type == BOW) |
983 | contr->ranges[range_bow] = tmp; |
985 | contr->ranges[range_bow] = tmp; |
984 | |
986 | |
985 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
987 | if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) |
986 | contr->ranges[range_misc] = tmp; |
988 | contr->ranges[range_misc] = tmp; |
987 | |
989 | |
988 | for (i = 0; i < NUM_STATS; i++) |
990 | for (i = 0; i < NUM_STATS; i++) |
989 | change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); |
991 | change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); |
990 | |
992 | |
991 | /* these are the items that currently can change digestion, regeneration, |
993 | /* these are the items that currently can change digestion, regeneration, |
992 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
994 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
993 | * list, but other items store other info into stats array. |
995 | * list, but other items store other info into stats array. |
994 | */ |
996 | */ |
995 | if ((tmp->type == WEAPON) || |
997 | if ((tmp->type == WEAPON) || (tmp->type == BOW) || |
996 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
998 | (tmp->type == ARMOUR) || (tmp->type == HELMET) || |
997 | (tmp->type == SHIELD) || (tmp->type == RING) || |
999 | (tmp->type == SHIELD) || (tmp->type == RING) || |
998 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
1000 | (tmp->type == BOOTS) || (tmp->type == GLOVES) || |
999 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
1001 | (tmp->type == AMULET) || (tmp->type == GIRDLE) || |
1000 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
1002 | (tmp->type == BRACERS) || (tmp->type == CLOAK) || |
… | |
… | |
1015 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1017 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1016 | body_used[i] += tmp->body_info[i]; |
1018 | body_used[i] += tmp->body_info[i]; |
1017 | |
1019 | |
1018 | if (tmp->type == SYMPTOM) |
1020 | if (tmp->type == SYMPTOM) |
1019 | { |
1021 | { |
1020 | speed_reduce_from_disease = tmp->last_sp / 100.0; |
1022 | speed_reduce_from_disease = tmp->last_sp / 100.f; |
|
|
1023 | |
1021 | if (speed_reduce_from_disease == 0) |
1024 | if (speed_reduce_from_disease == 0) |
1022 | speed_reduce_from_disease = 1; |
1025 | speed_reduce_from_disease = 1; |
1023 | } |
1026 | } |
1024 | |
1027 | |
1025 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1028 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
1026 | * (Negative protections are calculated extactly like positive.) |
1029 | * (Negative protections are calculated exactly like positive.) |
1027 | * Resistance from potions are treated special as well. If there's |
1030 | * Resistance from potions are treated special as well. If there's |
1028 | * more than one potion-effect, the bigger prot.-value is taken. |
1031 | * more than one potion-effect, the bigger prot.-value is taken. |
1029 | */ |
1032 | */ |
1030 | if (tmp->type != POTION) |
1033 | if (tmp->type != POTION) |
1031 | { |
1034 | { |
… | |
… | |
1040 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1043 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
1041 | else |
1044 | else |
1042 | potion_resist[i] = tmp->resist[i]; |
1045 | potion_resist[i] = tmp->resist[i]; |
1043 | } |
1046 | } |
1044 | else if (tmp->resist[i] > 0) |
1047 | else if (tmp->resist[i] > 0) |
1045 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1048 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
1046 | else if (tmp->resist[i] < 0) |
1049 | else if (tmp->resist[i] < 0) |
1047 | vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; |
1050 | vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; |
1048 | } |
1051 | } |
1049 | } |
1052 | } |
1050 | |
1053 | |
1051 | /* There may be other things that should not adjust the attacktype */ |
1054 | /* There may be other things that should not adjust the attacktype */ |
1052 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1055 | if (tmp->type != BOW && tmp->type != SYMPTOM) |
1053 | attacktype |= tmp->attacktype; |
1056 | attacktype |= tmp->attacktype; |
1054 | |
1057 | |
1055 | path_attuned |= tmp->path_attuned; |
1058 | path_attuned |= tmp->path_attuned; |
1056 | path_repelled |= tmp->path_repelled; |
1059 | path_repelled |= tmp->path_repelled; |
1057 | path_denied |= tmp->path_denied; |
1060 | path_denied |= tmp->path_denied; |
|
|
1061 | move_type |= tmp->move_type; |
1058 | stats.luck += tmp->stats.luck; |
1062 | stats.luck += tmp->stats.luck; |
1059 | move_type |= tmp->move_type; |
|
|
1060 | |
1063 | |
1061 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1064 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
1062 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1065 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
1063 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1066 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
1064 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
1067 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
… | |
… | |
1077 | |
1080 | |
1078 | if (tmp->stats.exp && tmp->type != SKILL) |
1081 | if (tmp->stats.exp && tmp->type != SKILL) |
1079 | { |
1082 | { |
1080 | if (tmp->stats.exp > 0) |
1083 | if (tmp->stats.exp > 0) |
1081 | { |
1084 | { |
1082 | added_speed += (float) tmp->stats.exp / 3.0; |
1085 | added_speed += tmp->stats.exp / 3.f; |
1083 | bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; |
1086 | bonus_speed += 1.f + tmp->stats.exp / 3.f; |
1084 | } |
1087 | } |
1085 | else |
1088 | else |
1086 | added_speed += (float) tmp->stats.exp; |
1089 | added_speed += tmp->stats.exp; |
1087 | } |
1090 | } |
1088 | |
1091 | |
1089 | switch (tmp->type) |
1092 | switch (tmp->type) |
1090 | { |
1093 | { |
1091 | /* skills modifying the character -b.t. */ |
1094 | /* skills modifying the character -b.t. */ |
… | |
… | |
1103 | chosen_skill = tmp; |
1106 | chosen_skill = tmp; |
1104 | |
1107 | |
1105 | if (tmp->stats.dam > 0) |
1108 | if (tmp->stats.dam > 0) |
1106 | { /* skill is a 'weapon' */ |
1109 | { /* skill is a 'weapon' */ |
1107 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1110 | if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) |
1108 | weapon_speed = (int) WEAPON_SPEED (tmp); |
1111 | weapon_speed = WEAPON_SPEED (tmp); |
1109 | |
1112 | |
1110 | if (weapon_speed < 0) |
1113 | if (weapon_speed < 0) |
1111 | weapon_speed = 0; |
1114 | weapon_speed = 0; |
1112 | |
1115 | |
1113 | weapon_weight = tmp->weight; |
1116 | weapon_weight = tmp->weight; |
… | |
… | |
1153 | case HELMET: |
1156 | case HELMET: |
1154 | case BOOTS: |
1157 | case BOOTS: |
1155 | case GLOVES: |
1158 | case GLOVES: |
1156 | case CLOAK: |
1159 | case CLOAK: |
1157 | if (tmp->stats.wc) |
1160 | if (tmp->stats.wc) |
1158 | wc -= (tmp->stats.wc + tmp->magic); |
1161 | wc -= tmp->stats.wc + tmp->magic; |
1159 | |
1162 | |
1160 | if (tmp->stats.dam) |
1163 | if (tmp->stats.dam) |
1161 | stats.dam += (tmp->stats.dam + tmp->magic); |
1164 | stats.dam += tmp->stats.dam + tmp->magic; |
1162 | |
1165 | |
1163 | if (tmp->stats.ac) |
1166 | if (tmp->stats.ac) |
1164 | ac -= (tmp->stats.ac + tmp->magic); |
1167 | ac -= tmp->stats.ac + tmp->magic; |
1165 | |
1168 | |
1166 | break; |
1169 | break; |
1167 | |
1170 | |
|
|
1171 | case BOW: |
1168 | case WEAPON: |
1172 | case WEAPON: |
1169 | wc -= (tmp->stats.wc + tmp->magic); |
1173 | wc -= tmp->stats.wc + tmp->magic; |
1170 | |
1174 | |
1171 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1175 | if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) |
1172 | ac -= tmp->stats.ac + tmp->magic; |
1176 | ac -= tmp->stats.ac + tmp->magic; |
1173 | |
1177 | |
1174 | stats.dam += (tmp->stats.dam + tmp->magic); |
1178 | stats.dam += tmp->stats.dam + tmp->magic; |
1175 | weapon_weight = tmp->weight; |
1179 | weapon_weight = tmp->weight; |
1176 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1180 | weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; |
1177 | |
1181 | |
1178 | if (weapon_speed < 0) |
1182 | if (weapon_speed < 0) |
1179 | weapon_speed = 0; |
1183 | weapon_speed = 0; |
1180 | |
1184 | |
1181 | slaying = tmp->slaying; |
1185 | slaying = tmp->slaying; |
|
|
1186 | |
1182 | /* If there is desire that two handed weapons should do |
1187 | /* If there is desire that two handed weapons should do |
1183 | * extra strength damage, this is where the code should |
1188 | * extra strength damage, this is where the code should |
1184 | * go. |
1189 | * go. |
1185 | */ |
1190 | */ |
|
|
1191 | |
1186 | current_weapon = tmp; |
1192 | current_weapon = tmp; |
1187 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1193 | if (type == PLAYER && settings.spell_encumbrance) |
1188 | contr->encumbrance += (int) 3 *tmp->weight / 1000; |
1194 | contr->encumbrance += tmp->weight * 3 / 1000; |
1189 | |
1195 | |
1190 | break; |
1196 | break; |
1191 | |
1197 | |
1192 | case ARMOUR: /* Only the best of these three are used: */ |
1198 | case ARMOUR: /* Only the best of these three are used: */ |
1193 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1199 | if (settings.spell_encumbrance == TRUE && type == PLAYER) |
1194 | contr->encumbrance += (int) tmp->weight / 1000; |
1200 | contr->encumbrance += tmp->weight / 1000; |
1195 | |
1201 | |
1196 | case BRACERS: |
1202 | case BRACERS: |
1197 | case FORCE: |
1203 | case FORCE: |
1198 | if (tmp->stats.wc) |
1204 | if (tmp->stats.wc) |
1199 | { |
1205 | { |
… | |
… | |
1221 | wc -= (tmp->stats.wc + tmp->magic); |
1227 | wc -= (tmp->stats.wc + tmp->magic); |
1222 | |
1228 | |
1223 | if (tmp->stats.ac) |
1229 | if (tmp->stats.ac) |
1224 | ac -= (tmp->stats.ac + tmp->magic); |
1230 | ac -= (tmp->stats.ac + tmp->magic); |
1225 | |
1231 | |
1226 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) |
1232 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1227 | max = ARMOUR_SPEED (tmp) / 10.0; |
1233 | max = ARMOUR_SPEED (tmp) / 10.f; |
1228 | |
1234 | |
1229 | break; |
1235 | break; |
1230 | } /* switch tmp->type */ |
1236 | } /* switch tmp->type */ |
1231 | } /* item is equipped */ |
1237 | } /* item is equipped */ |
1232 | } /* for loop of items */ |
1238 | } /* for loop of items */ |
… | |
… | |
1300 | |
1306 | |
1301 | if (mana_obj == this && type == PLAYER) |
1307 | if (mana_obj == this && type == PLAYER) |
1302 | stats.maxsp = 1; |
1308 | stats.maxsp = 1; |
1303 | else |
1309 | else |
1304 | { |
1310 | { |
1305 | sp_tmp = 0.0; |
1311 | sp_tmp = 0.f; |
1306 | |
1312 | |
1307 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1313 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1308 | { |
1314 | { |
1309 | float stmp; |
1315 | float stmp; |
1310 | |
1316 | |
1311 | /* Got some extra bonus at first level */ |
1317 | /* Got some extra bonus at first level */ |
1312 | if (i < 2) |
1318 | if (i < 2) |
1313 | stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); |
1319 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1314 | else |
1320 | else |
1315 | stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; |
1321 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1316 | |
1322 | |
1317 | if (stmp < 1.0) |
1323 | if (stmp < 1.f) |
1318 | stmp = 1.0; |
1324 | stmp = 1.f; |
1319 | |
1325 | |
1320 | sp_tmp += stmp; |
1326 | sp_tmp += stmp; |
1321 | } |
1327 | } |
1322 | |
1328 | |
1323 | stats.maxsp = (int) sp_tmp; |
1329 | stats.maxsp = (sint16)sp_tmp; |
1324 | |
1330 | |
1325 | for (i = 11; i <= mana_obj->level; i++) |
1331 | for (i = 11; i <= mana_obj->level; i++) |
1326 | stats.maxsp += 2; |
1332 | stats.maxsp += 2; |
1327 | } |
1333 | } |
1328 | /* Characters can get their sp supercharged via rune of transferrance */ |
1334 | /* Characters can get their sp supercharged via rune of transferrance */ |
… | |
… | |
1340 | /* store grace in a float - this way, the divisions below don't create |
1346 | /* store grace in a float - this way, the divisions below don't create |
1341 | * big jumps when you go from level to level - with int's, it then |
1347 | * big jumps when you go from level to level - with int's, it then |
1342 | * becomes big jumps when the sums of the bonuses jump to the next |
1348 | * becomes big jumps when the sums of the bonuses jump to the next |
1343 | * step of 8 - with floats, even fractional ones are useful. |
1349 | * step of 8 - with floats, even fractional ones are useful. |
1344 | */ |
1350 | */ |
1345 | sp_tmp = 0.0; |
1351 | sp_tmp = 0.f; |
1346 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1352 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1347 | { |
1353 | { |
1348 | float grace_tmp = 0.0; |
1354 | float grace_tmp = 0.f; |
1349 | |
1355 | |
1350 | /* Got some extra bonus at first level */ |
1356 | /* Got some extra bonus at first level */ |
1351 | if (i < 2) |
1357 | if (i < 2) |
1352 | grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + |
1358 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1353 | 2.0 * (float) grace_bonus[stats.Wis]) / 6.0); |
|
|
1354 | else |
1359 | else |
1355 | grace_tmp = (float) contr->levgrace[i] |
|
|
1356 | + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; |
1360 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1357 | |
1361 | |
1358 | if (grace_tmp < 1.0) |
1362 | if (grace_tmp < 1.f) |
1359 | grace_tmp = 1.0; |
1363 | grace_tmp = 1.f; |
1360 | |
1364 | |
1361 | sp_tmp += grace_tmp; |
1365 | sp_tmp += grace_tmp; |
1362 | } |
1366 | } |
1363 | |
1367 | |
1364 | stats.maxgrace = (int) sp_tmp; |
1368 | stats.maxgrace = (sint16)sp_tmp; |
1365 | |
1369 | |
1366 | /* two grace points per level after 11 */ |
1370 | /* two grace points per level after 11 */ |
1367 | for (i = 11; i <= grace_obj->level; i++) |
1371 | for (i = 11; i <= grace_obj->level; i++) |
1368 | stats.maxgrace += 2; |
1372 | stats.maxgrace += 2; |
1369 | } |
1373 | } |
… | |
… | |
1389 | * monster bonus the same as before. -b.t. |
1393 | * monster bonus the same as before. -b.t. |
1390 | */ |
1394 | */ |
1391 | |
1395 | |
1392 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1396 | if (type == PLAYER && wc_obj && wc_obj->level > 1) |
1393 | { |
1397 | { |
1394 | wc -= (wc_obj->level + thaco_bonus[stats.Str]); |
1398 | wc -= wc_obj->level + thaco_bonus[stats.Str]; |
|
|
1399 | |
1395 | for (i = 1; i < wc_obj->level; i++) |
1400 | for (i = 1; i < wc_obj->level; i++) |
1396 | { |
1401 | { |
1397 | /* addtional wc every 6 levels */ |
1402 | /* addtional wc every 6 levels */ |
1398 | if (!(i % 6)) |
1403 | if (!(i % 6)) |
1399 | wc--; |
1404 | wc--; |
|
|
1405 | |
1400 | /* addtional dam every 4 levels. */ |
1406 | /* addtional dam every 4 levels. */ |
1401 | if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) |
1407 | if (!(i % 4) && dam_bonus[stats.Str] >= 0) |
1402 | stats.dam += (1 + (dam_bonus[stats.Str] / 5)); |
1408 | stats.dam += 1 + dam_bonus[stats.Str] / 5; |
1403 | } |
1409 | } |
1404 | } |
1410 | } |
1405 | else |
1411 | else |
1406 | wc -= (level + thaco_bonus[stats.Str]); |
1412 | wc -= level + thaco_bonus[stats.Str]; |
1407 | |
1413 | |
1408 | stats.dam += dam_bonus[stats.Str]; |
1414 | stats.dam += dam_bonus[stats.Str]; |
1409 | |
1415 | |
1410 | if (stats.dam < 1) |
1416 | if (stats.dam < 1) |
1411 | stats.dam = 1; |
1417 | stats.dam = 1; |
1412 | |
1418 | |
1413 | speed = 1.0 + speed_bonus[stats.Dex]; |
1419 | speed = 1.f + speed_bonus[stats.Dex]; |
1414 | |
1420 | |
1415 | if (settings.search_items && contr->search_str[0]) |
1421 | if (settings.search_items && contr->search_str[0]) |
1416 | speed -= 1; |
1422 | speed -= 1; |
1417 | |
1423 | |
1418 | if (attacktype == 0) |
1424 | if (attacktype == 0) |
1419 | attacktype = arch->clone.attacktype; |
1425 | attacktype = arch->clone.attacktype; |
1420 | |
1426 | |
1421 | } /* End if player */ |
1427 | } /* End if player */ |
1422 | |
1428 | |
1423 | if (added_speed >= 0) |
1429 | if (added_speed >= 0) |
1424 | speed += added_speed / 10.0; |
1430 | speed += added_speed / 10.f; |
1425 | else /* Something wrong here...: */ |
1431 | else /* Something wrong here...: */ |
1426 | speed /= (float) (1.0 - added_speed); |
1432 | speed /= 1.f - added_speed; |
1427 | |
1433 | |
1428 | /* Max is determined by armour */ |
1434 | /* Max is determined by armour */ |
1429 | if (speed > max) |
1435 | if (speed > max) |
1430 | speed = max; |
1436 | speed = max; |
1431 | |
1437 | |
… | |
… | |
1436 | * weight limit, then player suffers a speed reduction based on how |
1442 | * weight limit, then player suffers a speed reduction based on how |
1437 | * much above he is, and what is max carry is |
1443 | * much above he is, and what is max carry is |
1438 | */ |
1444 | */ |
1439 | f = (carrying / 1000) - max_carry[stats.Str]; |
1445 | f = (carrying / 1000) - max_carry[stats.Str]; |
1440 | if (f > 0) |
1446 | if (f > 0) |
1441 | speed = speed / (1.0 + f / max_carry[stats.Str]); |
1447 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1442 | } |
1448 | } |
1443 | |
1449 | |
1444 | speed += bonus_speed / 10.0; /* Not affected by limits */ |
1450 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1445 | |
1451 | |
1446 | /* Put a lower limit on speed. Note with this speed, you move once every |
1452 | /* Put a lower limit on speed. Note with this speed, you move once every |
1447 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1453 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1448 | */ |
1454 | */ |
1449 | speed = speed * speed_reduce_from_disease; |
1455 | speed = speed * speed_reduce_from_disease; |
1450 | |
1456 | |
1451 | if (speed < 0.01 && type == PLAYER) |
1457 | if (speed < 0.01f && type == PLAYER) |
1452 | speed = 0.01; |
1458 | speed = 0.01f; |
1453 | |
1459 | |
1454 | if (type == PLAYER) |
1460 | if (type == PLAYER) |
1455 | { |
1461 | { |
1456 | float M, W, s, D, K, S, M2; |
|
|
1457 | |
|
|
1458 | /* (This formula was made by vidarl@ifi.uio.no) |
1462 | /* (This formula was made by vidarl@ifi.uio.no) |
1459 | * Note that we never used these values again - basically |
1463 | * Note that we never used these values again - basically |
1460 | * all of these could be subbed into one big equation, but |
1464 | * all of these could be subbed into one big equation, but |
1461 | * that would just be a real pain to read. |
1465 | * that would just be a real pain to read. |
1462 | */ |
1466 | */ |
1463 | M = (max_carry[stats.Str] - 121) / 121.0; |
1467 | float M = (max_carry[stats.Str] - 121) / 121.f; |
1464 | M2 = max_carry[stats.Str] / 100.0; |
1468 | float M2 = max_carry[stats.Str] / 100.f; |
1465 | W = weapon_weight / 20000.0; |
1469 | float W = weapon_weight / 20000.f; |
1466 | s = 2 - weapon_speed / 10.0; |
1470 | float s = 2 - weapon_speed / 10.f; |
1467 | D = (stats.Dex - 14) / 14.0; |
1471 | float D = (stats.Dex - 14) / 14.f; |
1468 | K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; |
1472 | float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; |
|
|
1473 | |
1469 | K *= (4 + level) / (float) (6 + level) * 1.2; |
1474 | K *= (4 + level) *1.2f / (6 + level); |
|
|
1475 | |
1470 | if (K <= 0) |
1476 | if (K <= 0.f) |
1471 | K = 0.01; |
1477 | K = 0.01f; |
|
|
1478 | |
1472 | S = speed / (K * s); |
1479 | float S = speed / (K * s); |
|
|
1480 | |
1473 | contr->weapon_sp = S; |
1481 | contr->weapon_sp = S; |
1474 | } |
1482 | } |
1475 | |
1483 | |
1476 | /* I want to limit the power of small monsters with big weapons: */ |
1484 | /* I want to limit the power of small monsters with big weapons: */ |
1477 | if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) |
1485 | if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) |
1478 | stats.dam = arch->clone.stats.dam * 3; |
1486 | stats.dam = arch->clone.stats.dam * 3; |
1479 | |
1487 | |
1480 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1488 | /* Prevent overflows of wc - best you can get is ABS(120) - this |
1481 | * should be more than enough - remember, AC is also in 8 bits, |
1489 | * should be more than enough - remember, AC is also in 8 bits, |
1482 | * so its value is the same. |
1490 | * so its value is the same. |
… | |
… | |
1515 | if (type == PLAYER) |
1523 | if (type == PLAYER) |
1516 | { |
1524 | { |
1517 | esrv_update_stats (contr); |
1525 | esrv_update_stats (contr); |
1518 | esrv_update_spells (contr); |
1526 | esrv_update_spells (contr); |
1519 | } |
1527 | } |
|
|
1528 | |
|
|
1529 | // update the mapspace, if we are on a map |
|
|
1530 | if (!flag [FLAG_REMOVED] && map) |
|
|
1531 | map->at (x, y).flags_ = 0; |
1520 | } |
1532 | } |
1521 | |
1533 | |
1522 | /* |
1534 | /* |
1523 | * Returns true if the given player is a legal class. |
1535 | * Returns true if the given player is a legal class. |
1524 | * The function to add and remove class-bonuses to the stats doesn't |
1536 | * The function to add and remove class-bonuses to the stats doesn't |
… | |
… | |
1527 | * false otherwise. |
1539 | * false otherwise. |
1528 | */ |
1540 | */ |
1529 | int |
1541 | int |
1530 | allowed_class (const object *op) |
1542 | allowed_class (const object *op) |
1531 | { |
1543 | { |
1532 | return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && |
1544 | return op->stats.Dex > 0 |
1533 | op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; |
1545 | && op->stats.Str > 0 |
|
|
1546 | && op->stats.Con > 0 |
|
|
1547 | && op->stats.Int > 0 |
|
|
1548 | && op->stats.Wis > 0 |
|
|
1549 | && op->stats.Pow > 0 |
|
|
1550 | && op->stats.Cha > 0; |
1534 | } |
1551 | } |
1535 | |
1552 | |
1536 | /* |
1553 | /* |
1537 | * set the new dragon name after gaining levels or |
1554 | * set the new dragon name after gaining levels or |
1538 | * changing ability focus (later this can be extended to |
1555 | * changing ability focus (later this can be extended to |
… | |
… | |
1760 | sint64 |
1777 | sint64 |
1761 | level_exp (int level, double expmul) |
1778 | level_exp (int level, double expmul) |
1762 | { |
1779 | { |
1763 | if (level > settings.max_level) |
1780 | if (level > settings.max_level) |
1764 | return (sint64) (expmul * levels[settings.max_level]); |
1781 | return (sint64) (expmul * levels[settings.max_level]); |
|
|
1782 | |
1765 | return (sint64) (expmul * levels[level]); |
1783 | return (sint64) (expmul * levels[level]); |
1766 | } |
1784 | } |
1767 | |
1785 | |
1768 | /* |
1786 | /* |
1769 | * Ensure that the permanent experience requirements in an exp object are met. |
1787 | * Ensure that the permanent experience requirements in an exp object are met. |
… | |
… | |
1951 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1969 | del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); |
1952 | tmp->stats.exp -= del_exp; |
1970 | tmp->stats.exp -= del_exp; |
1953 | player_lvl_adj (op, tmp); |
1971 | player_lvl_adj (op, tmp); |
1954 | } |
1972 | } |
1955 | } |
1973 | } |
|
|
1974 | |
1956 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1975 | if (flag != SK_SUBTRACT_SKILL_EXP) |
1957 | { |
1976 | { |
1958 | del_exp = check_exp_loss (op, exp); |
1977 | del_exp = check_exp_loss (op, exp); |
1959 | op->stats.exp -= del_exp; |
1978 | op->stats.exp -= del_exp; |
1960 | player_lvl_adj (op, NULL); |
1979 | player_lvl_adj (op, NULL); |
1961 | } |
1980 | } |
1962 | } |
1981 | } |
1963 | |
|
|
1964 | |
|
|
1965 | |
1982 | |
1966 | /* change_exp() - changes experience to a player/monster. This |
1983 | /* change_exp() - changes experience to a player/monster. This |
1967 | * does bounds checking to make sure we don't overflow the max exp. |
1984 | * does bounds checking to make sure we don't overflow the max exp. |
1968 | * |
1985 | * |
1969 | * The exp passed is typically not modified much by this function - |
1986 | * The exp passed is typically not modified much by this function - |
1970 | * it is assumed the caller has modified the exp as needed. |
1987 | * it is assumed the caller has modified the exp as needed. |
1971 | * skill_name is the skill that should get the exp added. |
1988 | * skill_name is the skill that should get the exp added. |
1972 | * flag is what to do if player doesn't have the skill. |
1989 | * flag is what to do if player doesn't have the skill. |
1973 | * these last two values are only used for players. |
1990 | * these last two values are only used for players. |
1974 | */ |
1991 | */ |
1975 | |
|
|
1976 | void |
1992 | void |
1977 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1993 | change_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1978 | { |
1994 | { |
1979 | |
|
|
1980 | #ifdef EXP_DEBUG |
1995 | #ifdef EXP_DEBUG |
1981 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1996 | LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); |
1982 | #endif |
1997 | #endif |
1983 | |
1998 | |
1984 | /* safety */ |
1999 | /* safety */ |
… | |
… | |
2033 | |
2048 | |
2034 | /* Applies a death penalty experience, the size of this is defined by the |
2049 | /* Applies a death penalty experience, the size of this is defined by the |
2035 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2050 | * settings death_penalty_percentage and death_penalty_levels, and by the |
2036 | * amount of permenent experience, whichever gives the lowest loss. |
2051 | * amount of permenent experience, whichever gives the lowest loss. |
2037 | */ |
2052 | */ |
2038 | |
|
|
2039 | void |
2053 | void |
2040 | apply_death_exp_penalty (object *op) |
2054 | apply_death_exp_penalty (object *op) |
2041 | { |
2055 | { |
2042 | object *tmp; |
2056 | object *tmp; |
2043 | sint64 loss; |
2057 | sint64 loss; |