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Comparing deliantra/server/common/living.C (file contents):
Revision 1.71 by elmex, Sat Jul 21 14:37:25 2007 UTC vs.
Revision 1.80 by root, Thu Nov 8 19:43:23 2007 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
704 stats.stat (i) += v; 704 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
706 } 706 }
707} 707}
708 708
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;
748
709/* 749/*
710 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
712 * 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.
713 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
717 * spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
718 */ 758 */
719void 759void
720object::update_stats () 760object::update_stats ()
721{ 761{
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
729 769
730 /* 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 */
731 if (type == PLAYER) 771 if (type == PLAYER)
732 { 772 {
733 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
735 775
736 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0; 777 contr->encumbrance = 0;
738 778
739 attacktype = 0; 779 attacktype = 0;
777 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
778 * archetype clone 818 * archetype clone
779 */ 819 */
780 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
781 821
782 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
783 { 823 {
784 if (resist[i] > 0) 824 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
786 else 826 else
787 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
799 * 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
800 * that their protection from physical goes down 840 * that their protection from physical goes down
801 */ 841 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 843 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
805 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;
806 } 846 }
807 else 847 else
808 ac = arch->stats.ac; 848 ac = arch->stats.ac;
809 849
810 stats.luck = arch->stats.luck; 850 stats.luck = arch->stats.luck;
811 speed = arch->speed; 851 speed = arch->speed;
812
813 sint16 digestion = 0; // a local var to add digestion
814 852
815 /* 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.
816 * 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.
817 */ 855 */
818 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
875 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
876 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
877 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
878 continue; 916 continue;
879 917
880 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
881 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
882 920
883 /* These are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
884 * spell point recovery and mana point recovery. Seems sort of an arbitary
885 * list, but other items store other info into stats array.
886 */
887 if (tmp->type == WEAPON || tmp->type == BOW ||
888 tmp->type == ARMOUR || tmp->type == HELMET ||
889 tmp->type == SHIELD || tmp->type == RING ||
890 tmp->type == BOOTS || tmp->type == GLOVES ||
891 tmp->type == AMULET || tmp->type == GIRDLE ||
892 tmp->type == BRACERS || tmp->type == CLOAK ||
893 tmp->type == DISEASE || tmp->type == FORCE ||
894 tmp->type == SKILL)
895 { 922 {
896 digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
897 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
898 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
899 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
900 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
901 } 928 }
906 current_weapon = tmp; 933 current_weapon = tmp;
907 } 934 }
908 935
909 /* Update slots used for items */ 936 /* Update slots used for items */
910 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
911 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
912 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
913 940
914 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
915 {
916 speed_reduce_from_disease = tmp->last_sp / 100.f;
917
918 if (speed_reduce_from_disease == 0)
919 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
920 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
921 944
922 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
923 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
924 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
925 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
926 */ 949 */
927 if (tmp->type != POTION) 950 if (tmp->type != POTION)
928 { 951 {
929 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
930 { 953 {
931 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
932 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
933 */ 956 */
934 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
935 { 958 {
936 if (potion_resist[i]) 959 if (potion_resist[i])
937 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
938 else 961 else
939 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
940 } 963 }
941 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
942 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
954 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
955 move_type |= tmp->move_type; 978 move_type |= tmp->move_type;
956 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
957 } 980 }
958 981
959 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
960 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
961 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
962 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
963 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
964 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
965 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
966 983
967 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
968 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
969 986
970 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1127 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1128 1145
1129 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1131 1148
1132 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1149 if (ARMOUR_SPEED (tmp))
1133 max = ARMOUR_SPEED (tmp) / 10.f; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1134 1151
1135 break; 1152 break;
1136 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1137 } /* item is equipped */ 1154 } /* item is equipped */
1138 } /* for loop of items */ 1155 } /* for loop of items */
1139
1140 // now clamp digestion to our limits
1141 contr->digestion = clamp (digestion, MIN_DIGESTION, MAX_DIGESTION);
1142 1156
1143 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1144 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1145 */ 1159 */
1146 1160
1148 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1149 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1150 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1151 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1152 */ 1166 */
1153 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1154 { 1168 {
1155 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1156 1170
1157 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1158 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1159 } 1173 }
1160 1174
1161 /* Figure out the players sp/mana/hp totals. */
1162 if (type == PLAYER) 1175 if (type == PLAYER)
1163 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1164 int pl_level; 1184 int pl_level;
1165 1185
1166 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1167 pl_level = level; 1187 pl_level = level;
1168 1188
1170 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1171 1191
1172 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1173 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1174 */ 1194 */
1175 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1176 { 1197 {
1177 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1178 1199
1179 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1180 {
1181 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1182 j++; 1202 j++;
1183 else 1203 else
1184 j--; 1204 j--;
1185 }
1186 1205
1187 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1188 } 1207 }
1189 1208
1190 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1191 stats.maxhp += 2;
1192 1210
1193 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1194 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1195 1213
1196 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1209 1227
1210 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1211 stats.maxsp = 1; 1229 stats.maxsp = 1;
1212 else 1230 else
1213 { 1231 {
1214 sp_tmp = 0.f; 1232 float sp_tmp = 0.f;
1215 1233
1216 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1217 { 1235 {
1218 float stmp; 1236 float stmp;
1219 1237
1220 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1221 if (i < 2) 1239 if (i < 2)
1222 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1223 else 1241 else
1224 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1225 1243
1226 if (stmp < 1.f)
1227 stmp = 1.f;
1228
1229 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1230 } 1245 }
1231 1246
1232 stats.maxsp = (sint16)sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1233
1234 for (i = 11; i <= mana_obj->level; i++)
1235 stats.maxsp += 2;
1236 } 1248 }
1237 1249
1238 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1239 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1240 stats.sp = stats.maxsp * 2;
1241 1252
1242 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1243 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1244 grace_obj = this; 1255 grace_obj = this;
1245 1256
1250 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1251 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1252 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1253 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1254 */ 1265 */
1255 sp_tmp = 0.f; 1266 float sp_tmp = 0.f;
1256 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1257 { 1269 {
1258 float grace_tmp = 0.f; 1270 float grace_tmp = 0.f;
1259 1271
1260 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1261 if (i < 2) 1273 if (i < 2)
1262 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1263 else 1275 else
1264 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1265 1277
1266 if (grace_tmp < 1.f)
1267 grace_tmp = 1.f;
1268
1269 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1270 } 1279 }
1271 1280
1272 stats.maxgrace = (sint16)sp_tmp;
1273
1274 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1275 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1276 stats.maxgrace += 2;
1277 } 1283 }
1278 1284
1279 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1280 1286
1281 if (contr->braced) 1287 if (contr->braced)
1301 1307
1302 if (contr && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1303 { 1309 {
1304 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1305 1311
1306 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1307 { 1313 {
1308 /* additional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1309 if (!(i % 6)) 1315 if (!(i % 6))
1310 wc--; 1316 wc--;
1311 1317
1335 speed += added_speed / 10.f; 1341 speed += added_speed / 10.f;
1336 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1337 speed /= 1.f - added_speed; 1343 speed /= 1.f - added_speed;
1338 1344
1339 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1340 if (speed > max) 1346 speed = min (speed, max_speed);
1341 speed = max;
1342 1347
1343 if (type == PLAYER) 1348 if (type == PLAYER)
1344 { 1349 {
1345 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1346 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1347 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1348 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1349 */ 1354 */
1350 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1351 if (f > 0) 1356 if (f > 0.f)
1352 speed = speed / (1.f + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1353 } 1358 }
1354 1359
1355 speed += bonus_speed / 10.f; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1356 1362
1357 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* Put a lower limit on speed. Note with this speed, you move once every
1358 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1359 */ 1365 */
1360 speed = speed * speed_reduce_from_disease;
1361
1362 if (speed < 0.01f && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1363 speed = 0.01f; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1364 1371
1365 if (type == PLAYER) 1372 if (type == PLAYER)
1366 { 1373 {
1367 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1368 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1400 if (move_type == 0) 1407 if (move_type == 0)
1401 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1403 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1404 1411
1405 if (speed != old_speed)
1406 set_speed (speed);
1407
1408 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1409 * so we will check that now. 1413 * so we will check that now.
1410 */ 1414 */
1411 if (type == PLAYER) 1415 if (type == PLAYER)
1412 { 1416 {
1475 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1476 1480
1477 level = (int) (level / 5.); 1481 level = (int) (level / 5.);
1478 1482
1479 /* now set the new title */ 1483 /* now set the new title */
1480 if (pl->contr != NULL) 1484 if (pl->contr)
1481 { 1485 {
1482 if (level == 0) 1486 if (level == 0)
1483 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1484 else if (level == 1) 1488 else if (level == 1)
1485 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1604 */ 1608 */
1605void 1609void
1606player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1607{ 1611{
1608 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1609 1614
1610 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1611 op = who; 1616 op = who;
1612 1617
1613 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))
1614 { 1619 {
1620 changed = true;
1621
1615 op->level++; 1622 op->level++;
1616 1623
1617 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1618 dragon_level_gain (who); 1625 dragon_level_gain (who);
1619 1626
1623 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;
1624 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);
1625 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;
1626 } 1633 }
1627 1634
1628 who->update_stats ();
1629 if (op->level > 1) 1635 if (op->level > 1)
1630 { 1636 {
1631 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1632 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 }
1633 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1634 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1635 1647
1636 if (who) 1648 if (who)
1637 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1638 } 1650 }
1639
1640 player_lvl_adj (who, op); /* To increase more levels */
1641 } 1651 }
1652
1642 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))
1643 { 1654 {
1655 changed = true;
1656
1644 op->level--; 1657 op->level--;
1645 who->update_stats ();
1646 1658
1647 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1648 { 1660 {
1649 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);
1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1651 } 1663 }
1664 }
1652 1665
1653 player_lvl_adj (who, op); /* To decrease more levels */ 1666 if (changed)
1654 } 1667 {
1655 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1656 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1657 esrv_update_stats (who->contr);
1658 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1659} 1673}
1660 1674
1661/* 1675/*
1662 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1663 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level

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