ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.73 by root, Tue Jul 31 18:08:58 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;
851 812
852 /* OK - we've reset most all the objects attributes to sane values. 813 /* 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. 814 * now go through and make adjustments for what the player has equipped.
854 */ 815 */
855 for (tmp = inv; tmp; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
856 { 817 {
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 818 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil 819 * applied so we can tell the player what changed. But change_abil
865 * then calls this function. 820 * then calls this function.
866 */ 821 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
868 continue; 823 continue;
824
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius;
869 830
870 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
872 { 833 {
873 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
903 || (tmp->type == SKILL 864 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
905 { 866 {
906 if (type == PLAYER) 867 if (type == PLAYER)
907 { 868 {
869 contr->item_power += tmp->item_power;
870
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 871 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
872 if (tmp != current_weapon
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED])
910 continue; 876 continue;
911 877
912 for (i = 0; i < NUM_STATS; i++) 878 for (i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 879 change_attr_value (&stats, i, tmp->stats.stat (i));
914 880
915 /* these are the items that currently can change digestion, regeneration, 881 /* These are the items that currently can change digestion, regeneration,
916 * spell point recovery and mana point recovery. Seems sort of an arbitary 882 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array. 883 * list, but other items store other info into stats array.
918 */ 884 */
919 if (tmp->type == WEAPON || tmp->type == BOW || 885 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET || 886 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING || 887 tmp->type == SHIELD || tmp->type == RING ||
923 tmp->type == AMULET || tmp->type == GIRDLE || 889 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK || 890 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE || 891 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL) 892 tmp->type == SKILL)
927 { 893 {
928 contr->digestion += tmp->stats.food; 894 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
929 contr->gen_hp += tmp->stats.hp; 895 contr->gen_hp += tmp->stats.hp;
930 contr->gen_sp += tmp->stats.sp; 896 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace; 897 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour; 898 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 } 899 }
935 } /* if this is a player */ 900 } /* if this is a player */
936 else 901 else
937 { 902 {
938 if (tmp->type == WEAPON) 903 if (tmp->type == WEAPON)
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 } 943 }
979 } 944 }
980 945
981 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 948 {
985 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 962 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); 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000 964
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1002 SET_FLAG (this, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
1003 967
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005 { 969 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
1030#endif 994#endif
1031 995
1032 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1034 case SKILL: 998 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1036 break; 1001 break;
1037 1002
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1043 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1044 chosen_skill = tmp; 1013 chosen_skill = tmp;
1045 1014
1046 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1049 weapon_speed = WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1050 1019
1051 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1052 weapon_speed = 0; 1021 weapon_speed = 0;
1053 1022
1054 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1056 1025
1057 if (tmp->magic) 1026 if (tmp->magic)
1058 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1059 } 1028 }
1060 1029
1061 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1063 1032
1064 if (tmp->slaying) 1033 if (tmp->slaying)
1065 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1066 1035
1067 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1069 1038
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break; 1041 }
1074 1042
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; 1043 break;
1081 1044
1082 case SHIELD: 1045 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1264 stats.maxsp = (sint16)sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1265 1228
1266 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2; 1230 stats.maxsp += 2;
1268 } 1231 }
1232
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1271 stats.sp = stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1272 1236
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1304 1268
1305 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1306 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1307 stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1308 } 1272 }
1273
1309 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1310 1275
1311 if (contr->braced) 1276 if (contr->braced)
1312 { 1277 {
1313 ac += 2; 1278 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1329 */ 1294 */
1295 object *wc_obj = chosen_skill;
1330 1296
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1298 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1300
1335 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1336 { 1302 {
1337 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1304 if (!(i % 6))
1339 wc--; 1305 wc--;
1340 1306
1341 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1310 }
1345 } 1311 }
1346 else 1312 else
1355 1321
1356 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1323 speed -= 1;
1358 1324
1359 if (attacktype == 0) 1325 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1361
1362 } /* End if player */ 1327 } /* End if player */
1363 1328
1364 if (added_speed >= 0) 1329 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1330 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1400 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1401 */ 1366 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1368 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1369 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1370 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1371 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1373
1409 K *= (4 + level) *1.2f / (6 + level); 1374 K *= (4 + level) * 1.2f / (6 + level);
1410 1375
1411 if (K <= 0.f) 1376 if (K <= 0.01f)
1412 K = 0.01f; 1377 K = 0.01f;
1413 1378
1414 float S = speed / (K * s); 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1380 }
1418 1381
1419 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1422 1385
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1387 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 1388
1441 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1390 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1561 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1564 1512
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* 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) 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE) 1515 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force) 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1572 abil = tmp; 1517 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1574 skin = tmp; 1519 skin = tmp;
1575 1520
1576 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1577 if (abil == NULL) 1522 if (abil == NULL)
1578 return; 1523 return;
1624 if (!skill_obj) 1569 if (!skill_obj)
1625 { 1570 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627 return NULL; 1572 return NULL;
1628 } 1573 }
1574
1629 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1576 * still doesn't know it.
1631 */ 1577 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1580 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1636 1582
1637 if (op->contr) 1583 if (player *pl = op->contr)
1638 { 1584 {
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1585 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns) 1586 if (pl->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1587 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 } 1588 }
1643 1589
1644 return skill_obj; 1590 return skill_obj;
1645} 1591}
1646
1647 1592
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1596 * don't really gain levels
1654 */ 1599 */
1655void 1600void
1656player_lvl_adj (object *who, object *op) 1601player_lvl_adj (object *who, object *op)
1657{ 1602{
1658 char buf[MAX_BUF]; 1603 char buf[MAX_BUF];
1604 bool changed = false;
1659 1605
1660 if (!op) /* when rolling stats */ 1606 if (!op) /* when rolling stats */
1661 op = who; 1607 op = who;
1662 1608
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1609 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1610 {
1611 changed = true;
1612
1665 op->level++; 1613 op->level++;
1666 1614
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668 dragon_level_gain (who); 1616 dragon_level_gain (who);
1669 1617
1670 /* Only roll these if it is the player (who) that gained the level */ 1618 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1620 {
1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1621 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1622 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 } 1624 }
1677 1625
1678 who->update_stats ();
1679 if (op->level > 1) 1626 if (op->level > 1)
1680 { 1627 {
1681 if (op->type != PLAYER) 1628 if (op->type != PLAYER)
1629 {
1630 who->contr->play_sound (sound_find ("skill_up"));
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1631 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1632 }
1683 else 1633 else
1634 {
1635 who->contr->play_sound (sound_find ("level_up"));
1684 sprintf (buf, "You are now level %d.", op->level); 1636 sprintf (buf, "You are now level %d.", op->level);
1637 }
1638
1685 if (who) 1639 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1641 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1642 }
1643
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1644 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1645 {
1646 changed = true;
1647
1692 op->level--; 1648 op->level--;
1693 who->update_stats (); 1649
1694 if (op->type != PLAYER) 1650 if (op->type != PLAYER)
1695 { 1651 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1652 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); 1653 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1654 }
1699 player_lvl_adj (who, op); /* To decrease more levels */ 1655 }
1656
1657 if (changed)
1700 } 1658 {
1701 1659 who->update_stats ();
1660 esrv_update_stats (who->contr);
1702 /* check if the spell data has changed */ 1661 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1704 esrv_update_spells (who->contr); 1662 esrv_update_spells (who->contr);
1663 }
1705} 1664}
1706 1665
1707/* 1666/*
1708 * Returns how much experience is needed for a player to become 1667 * Returns how much experience is needed for a player to become
1709 * the given level. level should really never exceed max_level 1668 * the given level. level should really never exceed max_level
2014 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
2015 } 1974 }
2016 1975
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1976 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)]; 1977 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1978
2019 if (level_loss < 0) 1979 if (level_loss < 0)
2020 level_loss = 0; 1980 level_loss = 0;
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1981 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022 1982
2023 op->stats.exp -= loss; 1983 op->stats.exp -= loss;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines