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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 1.74 by root, Tue Aug 7 21:58:25 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}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
747 748
748/* 749/*
749 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
757 */ 758 */
758void 759void
759object::update_stats () 760object::update_stats ()
760{ 761{
761 int i, j; 762 int i, j;
762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 763 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 764 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 765 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 766 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 767 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 768 float old_speed = speed;
768 769
769 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 771 if (type == PLAYER)
771 { 772 {
798 799
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
802 803
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 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); 805 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); 806 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); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807 808
808 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
809 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
810 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
811 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
812 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
813 814
814 chosen_skill = 0; 815 chosen_skill = 0;
815 816
816 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
817 * archetype clone 818 * archetype clone
818 */ 819 */
819 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
820 821
821 for (i = 0; i < NROFATTACKS; i++) 822 for (i = 0; i < NROFATTACKS; i++)
822 { 823 {
823 if (resist[i] > 0) 824 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
826 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
827 828
828 potion_resist[i] = 0; 829 potion_resist[i] = 0;
829 } 830 }
830 831
831 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
832 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
833 834
834 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * 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, 838 * 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 839 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 840 * that their protection from physical goes down
840 */ 841 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 { 843 {
843 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 846 }
846 else 847 else
847 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
848 849
849 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
850 speed = arch->clone.speed; 851 speed = arch->speed;
851 852
852 /* OK - we've reset most all the objects attributes to sane values. 853 /* 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. 854 * now go through and make adjustments for what the player has equipped.
854 */ 855 */
855 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
856 { 857 {
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 858 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil 859 * applied so we can tell the player what changed. But change_abil
865 * then calls this function. 860 * then calls this function.
866 */ 861 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
868 continue; 863 continue;
864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius;
869 870
870 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
872 { 873 {
873 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
903 || (tmp->type == SKILL 904 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
905 { 906 {
906 if (type == PLAYER) 907 if (type == PLAYER)
907 { 908 {
909 contr->item_power += tmp->item_power;
910
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
910 continue; 916 continue;
911 917
912 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 if (expect_false (tmp->stats.stat (i)))
920 stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT);
914 921
915 /* these are the items that currently can change digestion, regeneration, 922 if (digest_types [tmp->type])
916 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array.
918 */
919 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING ||
922 tmp->type == BOOTS || tmp->type == GLOVES ||
923 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
927 { 923 {
928 contr->digestion += tmp->stats.food; 924 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
929 contr->gen_hp += tmp->stats.hp; 925 contr->gen_hp += tmp->stats.hp;
930 contr->gen_sp += tmp->stats.sp; 926 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace; 927 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour; 928 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 } 929 }
935 } /* if this is a player */ 930 } /* if this is a player */
936 else 931 else
937 { 932 {
938 if (tmp->type == WEAPON) 933 if (tmp->type == WEAPON)
965 * a straight MAX, as potion_resist is initialised to zero. 960 * a straight MAX, as potion_resist is initialised to zero.
966 */ 961 */
967 if (tmp->type == POTION_EFFECT) 962 if (tmp->type == POTION_EFFECT)
968 { 963 {
969 if (potion_resist[i]) 964 if (potion_resist[i])
970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 965 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
971 else 966 else
972 potion_resist[i] = tmp->resist[i]; 967 potion_resist[i] = tmp->resist[i];
973 } 968 }
974 else if (tmp->resist[i] > 0) 969 else if (tmp->resist[i] > 0)
975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 970 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 972 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 } 973 }
979 } 974 }
980 975
981 /* There may be other things that should not adjust the attacktype */ 976 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 977 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 978 {
985 attacktype |= tmp->attacktype; 979 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 980 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 981 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 982 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type; 983 move_type |= tmp->move_type;
990 stats.luck += tmp->stats.luck; 984 stats.luck += tmp->stats.luck;
991 } 985 }
992 986
993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 987 flag |= tmp->flag & copy_flags;
994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 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);
1000 988
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 989 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1002 SET_FLAG (this, FLAG_UNDEAD); 990 SET_FLAG (this, FLAG_UNDEAD);
1003 991
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 992 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005 { 993 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS); 994 SET_FLAG (this, FLAG_MAKE_INVIS);
1030#endif 1018#endif
1031 1019
1032 /* skills modifying the character -b.t. */ 1020 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */ 1021 /* for all skills and skill granting objects */
1034 case SKILL: 1022 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1023 {
1024 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1036 break; 1025 break;
1037 1026
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill) 1027 if (chosen_skill)
1028 {
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1029 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1030 &name, &chosen_skill->name, &tmp->name);
1043 1031
1032 tmp->flag [FLAG_APPLIED] = false;
1033 update_stats ();
1034 return;
1035 }
1036 else
1044 chosen_skill = tmp; 1037 chosen_skill = tmp;
1045 1038
1046 if (tmp->stats.dam > 0) 1039 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 1040 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1041 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1049 weapon_speed = WEAPON_SPEED (tmp); 1042 weapon_speed = WEAPON_SPEED (tmp);
1050 1043
1051 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1052 weapon_speed = 0; 1045 weapon_speed = 0;
1053 1046
1054 weapon_weight = tmp->weight; 1047 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1048 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1056 1049
1057 if (tmp->magic) 1050 if (tmp->magic)
1058 stats.dam += tmp->magic; 1051 stats.dam += tmp->magic;
1059 } 1052 }
1060 1053
1061 if (tmp->stats.wc) 1054 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic; 1055 wc -= tmp->stats.wc + tmp->magic;
1063 1056
1064 if (tmp->slaying) 1057 if (tmp->slaying)
1065 slaying = tmp->slaying; 1058 slaying = tmp->slaying;
1066 1059
1067 if (tmp->stats.ac) 1060 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1069 1062
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1064 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break; 1065 }
1074 1066
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; 1067 break;
1081 1068
1082 case SHIELD: 1069 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1070 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1071 contr->encumbrance += (int) tmp->weight / 2000;
1162 wc -= (tmp->stats.wc + tmp->magic); 1149 wc -= (tmp->stats.wc + tmp->magic);
1163 1150
1164 if (tmp->stats.ac) 1151 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic); 1152 ac -= (tmp->stats.ac + tmp->magic);
1166 1153
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1154 if (ARMOUR_SPEED (tmp))
1168 max = ARMOUR_SPEED (tmp) / 10.f; 1155 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1169 1156
1170 break; 1157 break;
1171 } /* switch tmp->type */ 1158 } /* switch tmp->type */
1172 } /* item is equipped */ 1159 } /* item is equipped */
1173 } /* for loop of items */ 1160 } /* for loop of items */
1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++)
1208 { 1195 {
1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210 1197
1211 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1213 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1214 j++; 1200 j++;
1215 else 1201 else
1216 j--; 1202 j--;
1217 }
1218 1203
1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1220 } 1205 }
1221 1206
1222 for (i = 11; i <= level; i++) 1207 for (i = 11; i <= level; i++)
1241 1226
1242 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1243 stats.maxsp = 1; 1228 stats.maxsp = 1;
1244 else 1229 else
1245 { 1230 {
1246 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1247 1232
1248 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (i = 1; i <= min (10, mana_obj->level); i++)
1249 { 1234 {
1250 float stmp; 1235 float stmp;
1251 1236
1252 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1253 if (i < 2) 1238 if (i < 2)
1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1255 else 1240 else
1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1257 1242
1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1261 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1262 }
1263
1264 stats.maxsp = (sint16)sp_tmp;
1265
1266 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2;
1268 } 1244 }
1245
1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1247 }
1248
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1271 stats.sp = stats.maxsp * 2;
1272 1251
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1274 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this; 1254 grace_obj = this;
1276 1255
1281 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1282 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1283 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1284 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1285 */ 1264 */
1286 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (i = 1; i <= min (10, grace_obj->level); i++)
1288 { 1268 {
1289 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1290 1270
1291 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1292 if (i < 2) 1272 if (i < 2)
1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1294 else 1274 else
1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1296 1276
1297 if (grace_tmp < 1.f)
1298 grace_tmp = 1.f;
1299
1300 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1301 } 1278 }
1302 1279
1303 stats.maxgrace = (sint16)sp_tmp;
1304
1305 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1306 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1307 stats.maxgrace += 2;
1308 } 1282 }
1283
1309 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1310 1285
1311 if (contr->braced) 1286 if (contr->braced)
1312 { 1287 {
1313 ac += 2; 1288 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1329 */ 1304 */
1305 object *wc_obj = chosen_skill;
1330 1306
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1308 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1310
1335 for (i = 1; i < wc_obj->level; i++) 1311 for (i = 1; i < wc_obj->level; i++)
1336 { 1312 {
1337 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1314 if (!(i % 6))
1339 wc--; 1315 wc--;
1340 1316
1341 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1320 }
1345 } 1321 }
1346 else 1322 else
1355 1331
1356 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1333 speed -= 1;
1358 1334
1359 if (attacktype == 0) 1335 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1361
1362 } /* End if player */ 1337 } /* End if player */
1363 1338
1364 if (added_speed >= 0) 1339 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1367 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1368 1343
1369 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1370 if (speed > max) 1345 speed = min (speed, max_speed);
1371 speed = max;
1372 1346
1373 if (type == PLAYER) 1347 if (type == PLAYER)
1374 { 1348 {
1375 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1376 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1400 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1401 */ 1375 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1377 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1378 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1379 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1380 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1382
1409 K *= (4 + level) *1.2f / (6 + level); 1383 K *= (4 + level) * 1.2f / (6 + level);
1410 1384
1411 if (K <= 0.f) 1385 if (K <= 0.01f)
1412 K = 0.01f; 1386 K = 0.01f;
1413 1387
1414 float S = speed / (K * s); 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1389 }
1418 1390
1419 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1422 1394
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1396 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 1397
1441 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1399 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1561 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1564 1521
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* 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) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1572 abil = tmp; 1526 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1574 skin = tmp; 1528 skin = tmp;
1575 1529
1576 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1577 if (abil == NULL) 1531 if (abil == NULL)
1578 return; 1532 return;
1624 if (!skill_obj) 1578 if (!skill_obj)
1625 { 1579 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627 return NULL; 1581 return NULL;
1628 } 1582 }
1583
1629 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1585 * still doesn't know it.
1631 */ 1586 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1589 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1636 1591
1637 if (op->contr) 1592 if (player *pl = op->contr)
1638 { 1593 {
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns) 1595 if (pl->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 } 1597 }
1643 1598
1644 return skill_obj; 1599 return skill_obj;
1645} 1600}
1646
1647 1601
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1605 * don't really gain levels
1654 */ 1608 */
1655void 1609void
1656player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1657{ 1611{
1658 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1659 1614
1660 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1661 op = who; 1616 op = who;
1662 1617
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1619 {
1620 changed = true;
1621
1665 op->level++; 1622 op->level++;
1666 1623
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668 dragon_level_gain (who); 1625 dragon_level_gain (who);
1669 1626
1670 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1629 {
1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 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); 1631 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; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 } 1633 }
1677 1634
1678 who->update_stats ();
1679 if (op->level > 1) 1635 if (op->level > 1)
1680 { 1636 {
1681 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1683 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1684 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1685 if (who) 1648 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1650 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1651 }
1652
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1654 {
1655 changed = true;
1656
1692 op->level--; 1657 op->level--;
1693 who->update_stats (); 1658
1694 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1695 { 1660 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 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); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1663 }
1699 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1700 } 1667 {
1701 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1702 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1704 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1705} 1673}
1706 1674
1707/* 1675/*
1708 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1709 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
2014 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2015 } 1983 }
2016 1984
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 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)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2019 if (level_loss < 0) 1988 if (level_loss < 0)
2020 level_loss = 0; 1989 level_loss = 0;
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022 1991
2023 op->stats.exp -= loss; 1992 op->stats.exp -= loss;

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