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Comparing deliantra/server/common/living.C (file contents):
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
242change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
243{ 242{
244 stats->stat (attr) += value; 243 stats->stat (attr) += value;
245} 244}
246 245
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283}
284
285/* 246/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 248 * 1-30 stat limit.
288 */ 249 */
289void 250void
349 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
350 * to allow for that. 311 * to allow for that.
351 */ 312 */
352 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
353 nstat = 1; 314 nstat = 1;
354 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
355 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
356 317
357 if (nstat != ostat) 318 if (nstat != ostat)
358 { 319 {
359 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0; 321 potion_max = 0;
460 } 421 }
461 422
462 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
463 * originally undead may change their status 424 * originally undead may change their status
464 */ 425 */
465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
467 { 428 {
468 success = 1; 429 success = 1;
469 if (flag > 0) 430 if (flag > 0)
470 { 431 {
471 op->race = "undead"; 432 op->race = "undead";
472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 } 434 }
474 else 435 else
475 { 436 {
476 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 } 439 }
479 } 440 }
480 441
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
723void 684void
724object::remove_statbonus () 685object::remove_statbonus ()
725{ 686{
726 for (int i = 0; i < NUM_STATS; ++i) 687 for (int i = 0; i < NUM_STATS; ++i)
727 { 688 {
728 sint8 v = arch->clone.stats.stat (i); 689 sint8 v = arch->stats.stat (i);
729 stats.stat (i) -= v; 690 stats.stat (i) -= v;
730 contr->orig_stats.stat (i) -= v; 691 contr->orig_stats.stat (i) -= v;
731 } 692 }
732} 693}
733 694
737void 698void
738object::add_statbonus () 699object::add_statbonus ()
739{ 700{
740 for (int i = 0; i < NUM_STATS; ++i) 701 for (int i = 0; i < NUM_STATS; ++i)
741 { 702 {
742 sint8 v = arch->clone.stats.stat (i); 703 sint8 v = arch->stats.stat (i);
743 stats.stat (i) += v; 704 stats.stat (i) += v;
744 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
745 } 706 }
746} 707}
747 708
761 int i, j; 722 int i, j;
762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 724 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 728 float old_speed = speed;
768 729
769 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 731 if (type == PLAYER)
771 { 732 {
798 759
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
802 763
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807 768
808 path_attuned = arch->clone.path_attuned; 769 path_attuned = arch->path_attuned;
809 path_repelled = arch->clone.path_repelled; 770 path_repelled = arch->path_repelled;
810 path_denied = arch->clone.path_denied; 771 path_denied = arch->path_denied;
811 glow_radius = arch->clone.glow_radius; 772 glow_radius = arch->glow_radius;
812 move_type = arch->clone.move_type; 773 move_type = arch->move_type;
813 774
814 chosen_skill = 0; 775 chosen_skill = 0;
815 776
816 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
817 * archetype clone 778 * archetype clone
818 */ 779 */
819 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
820 781
821 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
822 { 783 {
823 if (resist[i] > 0) 784 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
826 vuln[i] = -(resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
827 788
828 potion_resist[i] = 0; 789 potion_resist[i] = 0;
829 } 790 }
830 791
831 wc = arch->clone.stats.wc; 792 wc = arch->stats.wc;
832 stats.dam = arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
833 794
834 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 800 * that their protection from physical goes down
840 */ 801 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 { 803 {
843 ac = MAX (-10, arch->clone.stats.ac - level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 806 }
846 else 807 else
847 ac = arch->clone.stats.ac; 808 ac = arch->stats.ac;
848 809
849 stats.luck = arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
850 speed = arch->clone.speed; 811 speed = arch->speed;
812
813 sint16 digestion = 0; // a local var to add digestion
851 814
852 /* OK - we've reset most all the objects attributes to sane values. 815 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 816 * now go through and make adjustments for what the player has equipped.
854 */ 817 */
855 for (tmp = inv; tmp; tmp = tmp->below) 818 for (tmp = inv; tmp; tmp = tmp->below)
856 { 819 {
857 /* See note in map.c:update_position about making this additive
858 * since light sources are never applied, need to put check here.
859 */
860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
862
863 /* This happens because apply_potion calls change_abil with the potion 820 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil 821 * applied so we can tell the player what changed. But change_abil
865 * then calls this function. 822 * then calls this function.
866 */ 823 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 824 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
868 continue; 825 continue;
826
827 /* See note in map.c:update_position about making this additive
828 * since light sources are never applied, need to put check here.
829 */
830 if (tmp->glow_radius > glow_radius)
831 glow_radius = tmp->glow_radius;
869 832
870 /* For some things, we don't care what is equipped */ 833 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 834 if (tmp->type == SKILL)
872 { 835 {
873 /* Want to take the highest skill here. */ 836 /* Want to take the highest skill here. */
903 || (tmp->type == SKILL 866 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING)) 867 && tmp->subtype == SK_PRAYING))
905 { 868 {
906 if (type == PLAYER) 869 if (type == PLAYER)
907 { 870 {
871 contr->item_power += tmp->item_power;
872
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 873 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
874 if (tmp != current_weapon
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876 && !tmp->flag [FLAG_CURSED]
877 && !tmp->flag [FLAG_DAMNED])
910 continue; 878 continue;
911 879
912 for (i = 0; i < NUM_STATS; i++) 880 for (i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 881 change_attr_value (&stats, i, tmp->stats.stat (i));
914 882
915 /* these are the items that currently can change digestion, regeneration, 883 /* These are the items that currently can change digestion, regeneration,
916 * spell point recovery and mana point recovery. Seems sort of an arbitary 884 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array. 885 * list, but other items store other info into stats array.
918 */ 886 */
919 if (tmp->type == WEAPON || tmp->type == BOW || 887 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET || 888 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING || 889 tmp->type == SHIELD || tmp->type == RING ||
923 tmp->type == AMULET || tmp->type == GIRDLE || 891 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK || 892 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE || 893 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL) 894 tmp->type == SKILL)
927 { 895 {
928 contr->digestion += tmp->stats.food; 896 digestion += tmp->stats.food;
929 contr->gen_hp += tmp->stats.hp; 897 contr->gen_hp += tmp->stats.hp;
930 contr->gen_sp += tmp->stats.sp; 898 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace; 899 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour; 900 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 } 901 }
935 } /* if this is a player */ 902 } /* if this is a player */
936 else 903 else
937 { 904 {
938 if (tmp->type == WEAPON) 905 if (tmp->type == WEAPON)
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 944 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 } 945 }
979 } 946 }
980 947
981 /* There may be other things that should not adjust the attacktype */ 948 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 949 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 950 {
985 attacktype |= tmp->attacktype; 951 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 952 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 953 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 954 path_denied |= tmp->path_denied;
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000 966
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1002 SET_FLAG (this, FLAG_UNDEAD); 968 SET_FLAG (this, FLAG_UNDEAD);
1003 969
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005 { 971 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS); 972 SET_FLAG (this, FLAG_MAKE_INVIS);
1030#endif 996#endif
1031 997
1032 /* skills modifying the character -b.t. */ 998 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */ 999 /* for all skills and skill granting objects */
1034 case SKILL: 1000 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1001 {
1002 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1036 break; 1003 break;
1037 1004
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill) 1005 if (chosen_skill)
1006 {
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1007 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1008 &name, &chosen_skill->name, &tmp->name);
1043 1009
1010 tmp->flag [FLAG_APPLIED] = false;
1011 update_stats ();
1012 return;
1013 }
1014 else
1044 chosen_skill = tmp; 1015 chosen_skill = tmp;
1045 1016
1046 if (tmp->stats.dam > 0) 1017 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 1018 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1019 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1049 weapon_speed = WEAPON_SPEED (tmp); 1020 weapon_speed = WEAPON_SPEED (tmp);
1050 1021
1051 if (weapon_speed < 0) 1022 if (weapon_speed < 0)
1052 weapon_speed = 0; 1023 weapon_speed = 0;
1053 1024
1054 weapon_weight = tmp->weight; 1025 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1026 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1056 1027
1057 if (tmp->magic) 1028 if (tmp->magic)
1058 stats.dam += tmp->magic; 1029 stats.dam += tmp->magic;
1059 } 1030 }
1060 1031
1061 if (tmp->stats.wc) 1032 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1063 1034
1064 if (tmp->slaying) 1035 if (tmp->slaying)
1065 slaying = tmp->slaying; 1036 slaying = tmp->slaying;
1066 1037
1067 if (tmp->stats.ac) 1038 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1069 1040
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1041 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1042 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break; 1043 }
1074 1044
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break; 1045 break;
1081 1046
1082 case SHIELD: 1047 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1048 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1049 contr->encumbrance += (int) tmp->weight / 2000;
1170 break; 1135 break;
1171 } /* switch tmp->type */ 1136 } /* switch tmp->type */
1172 } /* item is equipped */ 1137 } /* item is equipped */
1173 } /* for loop of items */ 1138 } /* for loop of items */
1174 1139
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142
1175 /* We've gone through all the objects the player has equipped. For many things, we 1143 /* We've gone through all the objects the player has equipped. For many things, we
1176 * have generated intermediate values which we now need to assign. 1144 * have generated intermediate values which we now need to assign.
1177 */ 1145 */
1178 1146
1179 /* 'total resistance = total protections - total vulnerabilities'. 1147 /* 'total resistance = total protections - total vulnerabilities'.
1264 stats.maxsp = (sint16)sp_tmp; 1232 stats.maxsp = (sint16)sp_tmp;
1265 1233
1266 for (i = 11; i <= mana_obj->level; i++) 1234 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2; 1235 stats.maxsp += 2;
1268 } 1236 }
1237
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1238 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1239 if (stats.sp > stats.maxsp * 2)
1271 stats.sp = stats.maxsp * 2; 1240 stats.sp = stats.maxsp * 2;
1272 1241
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1242 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1304 1273
1305 /* two grace points per level after 11 */ 1274 /* two grace points per level after 11 */
1306 for (i = 11; i <= grace_obj->level; i++) 1275 for (i = 11; i <= grace_obj->level; i++)
1307 stats.maxgrace += 2; 1276 stats.maxgrace += 2;
1308 } 1277 }
1278
1309 /* No limit on grace vs maxgrace */ 1279 /* No limit on grace vs maxgrace */
1310 1280
1311 if (contr->braced) 1281 if (contr->braced)
1312 { 1282 {
1313 ac += 2; 1283 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1295 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1296 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1297 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1298 * monster bonus the same as before. -b.t.
1329 */ 1299 */
1300 object *wc_obj = chosen_skill;
1330 1301
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1302 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1303 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1304 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1305
1335 for (i = 1; i < wc_obj->level; i++) 1306 for (i = 1; i < wc_obj->level; i++)
1336 { 1307 {
1337 /* addtional wc every 6 levels */ 1308 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1309 if (!(i % 6))
1339 wc--; 1310 wc--;
1340 1311
1341 /* addtional dam every 4 levels. */ 1312 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1313 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1314 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1315 }
1345 } 1316 }
1346 else 1317 else
1355 1326
1356 if (settings.search_items && contr->search_str[0]) 1327 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1328 speed -= 1;
1358 1329
1359 if (attacktype == 0) 1330 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype; 1331 attacktype = arch->attacktype;
1361
1362 } /* End if player */ 1332 } /* End if player */
1363 1333
1364 if (added_speed >= 0) 1334 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1400 * that would just be a real pain to read. 1370 * that would just be a real pain to read.
1401 */ 1371 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1372 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1373 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1374 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1375 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1376 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1377 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1378
1409 K *= (4 + level) *1.2f / (6 + level); 1379 K *= (4 + level) * 1.2f / (6 + level);
1410 1380
1411 if (K <= 0.f) 1381 if (K <= 0.01f)
1412 K = 0.01f; 1382 K = 0.01f;
1413 1383
1414 float S = speed / (K * s); 1384 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1385 }
1418 1386
1419 /* I want to limit the power of small monsters with big weapons: */ 1387 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1388 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1389 stats.dam = arch->stats.dam * 3;
1422 1390
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1391 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1392 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1425 * so its value is the same.
1426 */
1427 if (wc > 120)
1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1432 stats.wc = wc;
1433
1434 if (ac > 120)
1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1439 stats.ac = ac;
1440 1393
1441 /* if for some reason the creature doesn't have any move type, 1394 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1395 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1396 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1397 * old behaviour - if your flying, your not walking - just
1561 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1564 1517
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1569 for (tmp = who->inv; tmp; tmp = tmp->below) 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE) 1520 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force) 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1572 abil = tmp; 1522 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1574 skin = tmp; 1524 skin = tmp;
1575 1525
1576 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1577 if (abil == NULL) 1527 if (abil == NULL)
1578 return; 1528 return;
1624 if (!skill_obj) 1574 if (!skill_obj)
1625 { 1575 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627 return NULL; 1577 return NULL;
1628 } 1578 }
1579
1629 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1581 * still doesn't know it.
1631 */ 1582 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1585 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1586 insert_ob_in_ob (skill_obj, op);
1636 1587
1637 if (op->contr) 1588 if (player *pl = op->contr)
1638 { 1589 {
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1590 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns) 1591 if (pl->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1592 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 } 1593 }
1643 1594
1644 return skill_obj; 1595 return skill_obj;
1645} 1596}
1646
1647 1597
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1598/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1599 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1600 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1601 * don't really gain levels
1662 1612
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1613 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1614 {
1665 op->level++; 1615 op->level++;
1666 1616
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1617 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668 dragon_level_gain (who); 1618 dragon_level_gain (who);
1669 1619
1670 /* Only roll these if it is the player (who) that gained the level */ 1620 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1621 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1622 {
1680 { 1630 {
1681 if (op->type != PLAYER) 1631 if (op->type != PLAYER)
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1683 else 1633 else
1684 sprintf (buf, "You are now level %d.", op->level); 1634 sprintf (buf, "You are now level %d.", op->level);
1635
1685 if (who) 1636 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1637 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1638 }
1639
1688 player_lvl_adj (who, op); /* To increase more levels */ 1640 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1641 }
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1642 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1643 {
1692 op->level--; 1644 op->level--;
1693 who->update_stats (); 1645 who->update_stats ();
1646
1694 if (op->type != PLAYER) 1647 if (op->type != PLAYER)
1695 { 1648 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1649 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1651 }
1652
1699 player_lvl_adj (who, op); /* To decrease more levels */ 1653 player_lvl_adj (who, op); /* To decrease more levels */
1700 } 1654 }
1701 1655
1702 /* check if the spell data has changed */ 1656 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr); 1657 esrv_update_stats (who->contr);
2014 player_lvl_adj (op, tmp); 1968 player_lvl_adj (op, tmp);
2015 } 1969 }
2016 1970
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1971 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1972 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1973
2019 if (level_loss < 0) 1974 if (level_loss < 0)
2020 level_loss = 0; 1975 level_loss = 0;
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1976 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022 1977
2023 op->stats.exp -= loss; 1978 op->stats.exp -= loss;

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