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 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> |
25 | #include <funcpoint.h> |
26 | |
26 | |
… | |
… | |
914 | && !tmp->flag [FLAG_CURSED] |
914 | && !tmp->flag [FLAG_CURSED] |
915 | && !tmp->flag [FLAG_DAMNED]) |
915 | && !tmp->flag [FLAG_DAMNED]) |
916 | continue; |
916 | continue; |
917 | |
917 | |
918 | for (int i = 0; i < NUM_STATS; i++) |
918 | for (int i = 0; i < NUM_STATS; i++) |
919 | if (expect_false (tmp->stats.stat (i))) |
|
|
920 | stat_sum [i] = clamp (stat_sum [i] + tmp->stats.stat (i), MIN_STAT, MAX_STAT); |
919 | stat_sum [i] = stat_sum [i] + tmp->stats.stat (i); |
921 | |
920 | |
922 | if (digest_types [tmp->type]) |
921 | if (digest_types [tmp->type]) |
923 | { |
922 | { |
924 | contr->digestion += tmp->stats.food; |
923 | contr->digestion += tmp->stats.food; |
925 | contr->gen_hp += tmp->stats.hp; |
924 | contr->gen_hp += tmp->stats.hp; |
… | |
… | |
938 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
937 | if (QUERY_FLAG (tmp, FLAG_APPLIED)) |
939 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
938 | for (int i = 0; i < NUM_BODY_LOCATIONS; i++) |
940 | slot[i].used += tmp->slot[i].info; |
939 | slot[i].used += tmp->slot[i].info; |
941 | |
940 | |
942 | if (tmp->type == SYMPTOM) |
941 | 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; |
942 | speed_reduce_from_disease = |
948 | } |
943 | min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f); |
949 | |
944 | |
950 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
945 | /* Pos. and neg. protections are counted seperate (-> pro/vuln). |
951 | * (Negative protections are calculated exactly like positive.) |
946 | * (Negative protections are calculated exactly like positive.) |
952 | * Resistance from potions are treated special as well. If there's |
947 | * Resistance from potions are treated special as well. If there's |
953 | * more than one potion-effect, the bigger prot.-value is taken. |
948 | * more than one potion-effect, the bigger prot.-value is taken. |
… | |
… | |
1355 | /* f is a number the represents the number of kg above (positive num) |
1350 | /* f is a number the represents the number of kg above (positive num) |
1356 | * or below (negative number) that the player is carrying. If above |
1351 | * or below (negative number) that the player is carrying. If above |
1357 | * weight limit, then player suffers a speed reduction based on how |
1352 | * weight limit, then player suffers a speed reduction based on how |
1358 | * much above he is, and what is max carry is |
1353 | * much above he is, and what is max carry is |
1359 | */ |
1354 | */ |
1360 | f = (carrying / 1000) - max_carry[stats.Str]; |
1355 | float f = (carrying / 1000) - max_carry[stats.Str]; |
1361 | if (f > 0) |
1356 | if (f > 0.f) |
1362 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1357 | speed = speed / (1.f + f / max_carry[stats.Str]); |
1363 | } |
1358 | } |
1364 | |
1359 | |
1365 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
1360 | speed += bonus_speed / 10.f; /* Not affected by limits */ |
|
|
1361 | speed *= speed_reduce_from_disease; |
1366 | |
1362 | |
1367 | /* Put a lower limit on speed. Note with this speed, you move once every |
1363 | /* Put a lower limit on speed. Note with this speed, you move once every |
1368 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1364 | * 25 ticks or so. This amounts to once every 3 seconds of realtime. |
1369 | */ |
1365 | */ |
1370 | speed = speed * speed_reduce_from_disease; |
|
|
1371 | |
|
|
1372 | if (speed < 0.01f && type == PLAYER) |
1366 | if (speed < 0.04f && type == PLAYER) |
1373 | speed = 0.01f; |
1367 | speed = 0.04f; |
|
|
1368 | |
|
|
1369 | if (speed != old_speed) |
|
|
1370 | set_speed (speed); |
1374 | |
1371 | |
1375 | if (type == PLAYER) |
1372 | if (type == PLAYER) |
1376 | { |
1373 | { |
1377 | /* (This formula was made by vidarl@ifi.uio.no) |
1374 | /* (This formula was made by vidarl@ifi.uio.no) |
1378 | * Note that we never used these values again - basically |
1375 | * Note that we never used these values again - basically |
… | |
… | |
1410 | if (move_type == 0) |
1407 | if (move_type == 0) |
1411 | move_type = MOVE_WALK; |
1408 | move_type = MOVE_WALK; |
1412 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1409 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1413 | move_type &= ~MOVE_WALK; |
1410 | move_type &= ~MOVE_WALK; |
1414 | |
1411 | |
1415 | if (speed != old_speed) |
|
|
1416 | set_speed (speed); |
|
|
1417 | |
|
|
1418 | /* It is quite possible that a player's spell costing might have changed, |
1412 | /* It is quite possible that a player's spell costing might have changed, |
1419 | * so we will check that now. |
1413 | * so we will check that now. |
1420 | */ |
1414 | */ |
1421 | if (type == PLAYER) |
1415 | if (type == PLAYER) |
1422 | { |
1416 | { |
… | |
… | |
1482 | /* now if there are equals at highest level, pick the one with focus, |
1476 | /* now if there are equals at highest level, pick the one with focus, |
1483 | or else at random */ |
1477 | or else at random */ |
1484 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1478 | if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) |
1485 | atnr = abil->stats.exp; |
1479 | atnr = abil->stats.exp; |
1486 | |
1480 | |
1487 | level = (int) (level / 5.); |
1481 | level = (int) (level / 25.); |
1488 | |
1482 | |
1489 | /* now set the new title */ |
1483 | /* now set the new title */ |
1490 | if (pl->contr != NULL) |
1484 | if (pl->contr) |
1491 | { |
1485 | { |
1492 | if (level == 0) |
1486 | if (level == 0) |
1493 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1487 | sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); |
1494 | else if (level == 1) |
1488 | else if (level == 1) |
1495 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |
1489 | sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); |