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 1.68 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.83 by root, Fri May 2 20:16:24 2008 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 (©) 2005,2006,2007,2008 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>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
284{ 283{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
286 char message[MAX_BUF]; 285 char message[MAX_BUF];
287 int potion_max = 0; 286 int potion_max = 0;
288 287
289 /* remember what object was like before it was changed. note that 288 object::flags_t prev_flag = op->flag;
290 * refop is a local copy of op only to be used for detecting changes 289 MoveType prev_move_type = op->move_type;
291 * found by update_stats. refop is not a real object 290 sint16 prev_resist [NROFATTACKS]; // clumsy
292 */ 291 assert (sizeof (prev_resist) == sizeof (op->resist));
293 object_copy refop = *op; 292 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 293
295 if (op->type == PLAYER) 294 if (op->type == PLAYER)
296 { 295 {
297 if (tmp->type == POTION) 296 if (tmp->type == POTION)
298 { 297 {
366 { 365 {
367 success = 1; 366 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 368 }
370 369
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 371 {
373 success = 1; 372 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 374 }
376 375
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 377 {
379 success = 1; 378 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 380 }
382 381
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 383 {
385 success = 1; 384 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 386 }
388 387
390 * user has multiple items giving the same type appled like we 389 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 390 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 391 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 392 * from fly high)
394 */ 393 */
395 if (tmp->move_type && op->move_type != refop.move_type) 394 if (tmp->move_type && op->move_type != prev_move_type)
396 { 395 {
397 success = 1; 396 success = 1;
398 397
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 398 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 399 * status doesn't make a difference if you are flying high
421 } 420 }
422 421
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 423 * originally undead may change their status
425 */ 424 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 427 {
429 success = 1; 428 success = 1;
430 if (flag > 0) 429 if (flag > 0)
431 { 430 {
432 op->race = "undead"; 431 op->race = "undead";
437 op->race = op->arch->race; 436 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 438 }
440 } 439 }
441 440
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 442 {
444 success = 1; 443 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 445 }
447 446
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 448 {
450 success = 1; 449 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 451 }
453 452
454 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 454 * vision
456 */ 455 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
458 { 457 {
459 success = 1; 458 success = 1;
460 if (flag > 0) 459 if (flag > 0)
461 { 460 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 463 else
465 { 464 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 468 op->contr->do_los = 1;
470 } 469 }
471 } 470 }
472 else 471 else
473 { 472 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 475 else
477 { 476 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 480 op->contr->do_los = 1;
482 } 481 }
483 } 482 }
484 } 483 }
485 484
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 486 {
488 success = 1; 487 success = 1;
489 if (op->type == PLAYER) 488 if (op->type == PLAYER)
490 op->contr->do_los = 1; 489 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 491 }
493 492
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 494 {
496 success = 1; 495 success = 1;
497 if (flag > 0) 496 if (flag > 0)
498 { 497 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 500 else
502 { 501 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 503 if (op->type == PLAYER)
505 op->contr->do_los = 1; 504 op->contr->do_los = 1;
506 } 505 }
507 } 506 }
508 else 507 else
509 { 508 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 511 else
513 { 512 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 514 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
554 { 553 {
555 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
557 556
558 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
559 { 558 {
560 success = 1; 559 success = 1;
560
561 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 565
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 567 }
568 } 568 }
569 569
703 sint8 v = arch->stats.stat (i); 703 sint8 v = arch->stats.stat (i);
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
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;
708 748
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.
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
864 || (tmp->type == SKILL 904 || (tmp->type == SKILL
865 && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
866 { 906 {
867 if (type == PLAYER) 907 if (type == PLAYER)
868 { 908 {
909 contr->item_power += tmp->item_power;
910
869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
870 if (tmp != current_weapon 912 if (tmp != current_weapon
871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
872 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
873 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
874 continue; 916 continue;
875 917
876 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
877 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
878 920
879 /* These are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
880 * spell point recovery and mana point recovery. Seems sort of an arbitary
881 * list, but other items store other info into stats array.
882 */
883 if (tmp->type == WEAPON || tmp->type == BOW ||
884 tmp->type == ARMOUR || tmp->type == HELMET ||
885 tmp->type == SHIELD || tmp->type == RING ||
886 tmp->type == BOOTS || tmp->type == GLOVES ||
887 tmp->type == AMULET || tmp->type == GIRDLE ||
888 tmp->type == BRACERS || tmp->type == CLOAK ||
889 tmp->type == DISEASE || tmp->type == FORCE ||
890 tmp->type == SKILL)
891 { 922 {
892 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
893 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
894 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
895 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
896 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
897 contr->item_power += tmp->item_power;
898 } 928 }
899 } /* if this is a player */ 929 } /* if this is a player */
900 else 930 else
901 { 931 {
902 if (tmp->type == WEAPON) 932 if (tmp->type == WEAPON)
903 current_weapon = tmp; 933 current_weapon = tmp;
904 } 934 }
905 935
906 /* Update slots used for items */ 936 /* Update slots used for items */
907 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
908 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
909 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
910 940
911 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
912 {
913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
915 if (speed_reduce_from_disease == 0)
916 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
917 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
918 944
919 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
920 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
921 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
922 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
923 */ 949 */
924 if (tmp->type != POTION) 950 if (tmp->type != POTION)
925 { 951 {
926 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
927 { 953 {
928 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
929 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
930 */ 956 */
931 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
932 { 958 {
933 if (potion_resist[i]) 959 if (potion_resist[i])
934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
935 else 961 else
936 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
937 } 963 }
938 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
951 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type; 978 move_type |= tmp->move_type;
953 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
954 } 980 }
955 981
956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
963 983
964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
965 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
966 986
967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1124 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1125 1145
1126 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1128 1148
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1149 if (ARMOUR_SPEED (tmp))
1130 max = ARMOUR_SPEED (tmp) / 10.f; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1131 1151
1132 break; 1152 break;
1133 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1134 } /* item is equipped */ 1154 } /* item is equipped */
1135 } /* for loop of items */ 1155 } /* for loop of items */
1142 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1144 * 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
1145 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1146 */ 1166 */
1147 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1148 { 1168 {
1149 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1150 1170
1151 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)))
1152 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1153 } 1173 }
1154 1174
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER) 1175 if (type == PLAYER)
1157 { 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. */
1158 int pl_level; 1184 int pl_level;
1159 1185
1160 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1161 pl_level = level; 1187 pl_level = level;
1162 1188
1164 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! */
1165 1191
1166 /* 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,
1167 * 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.
1168 */ 1194 */
1169 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++)
1170 { 1197 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172 1199
1173 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1176 j++; 1202 j++;
1177 else 1203 else
1178 j--; 1204 j--;
1179 }
1180 1205
1181 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 */
1182 } 1207 }
1183 1208
1184 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1185 stats.maxhp += 2;
1186 1210
1187 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1189 1213
1190 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1203 1227
1204 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1; 1229 stats.maxsp = 1;
1206 else 1230 else
1207 { 1231 {
1208 sp_tmp = 0.f; 1232 float sp_tmp = 0.f;
1209 1233
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1211 { 1235 {
1212 float stmp; 1236 float stmp;
1213 1237
1214 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1215 if (i < 2) 1239 if (i < 2)
1216 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;
1217 else 1241 else
1218 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;
1219 1243
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1224 } 1245 }
1225 1246
1226 stats.maxsp = (sint16)sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 } 1248 }
1231 1249
1232 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1233 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1234 stats.sp = stats.maxsp * 2;
1235 1252
1236 /* 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 */
1237 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1238 grace_obj = this; 1255 grace_obj = this;
1239 1256
1244 /* 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
1245 * 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
1246 * 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
1247 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1248 */ 1265 */
1249 sp_tmp = 0.f; 1266 float sp_tmp = 0.f;
1250 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++)
1251 { 1269 {
1252 float grace_tmp = 0.f; 1270 float grace_tmp = 0.f;
1253 1271
1254 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1255 if (i < 2) 1273 if (i < 2)
1256 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;
1257 else 1275 else
1258 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;
1259 1277
1260 if (grace_tmp < 1.f)
1261 grace_tmp = 1.f;
1262
1263 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1264 } 1279 }
1265 1280
1266 stats.maxgrace = (sint16)sp_tmp;
1267
1268 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1269 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1270 stats.maxgrace += 2;
1271 } 1283 }
1272 1284
1273 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1274 1286
1275 if (contr->braced) 1287 if (contr->braced)
1295 1307
1296 if (contr && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1297 { 1309 {
1298 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299 1311
1300 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1301 { 1313 {
1302 /* additional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1303 if (!(i % 6)) 1315 if (!(i % 6))
1304 wc--; 1316 wc--;
1305 1317
1329 speed += added_speed / 10.f; 1341 speed += added_speed / 10.f;
1330 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1331 speed /= 1.f - added_speed; 1343 speed /= 1.f - added_speed;
1332 1344
1333 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1334 if (speed > max) 1346 speed = min (speed, max_speed);
1335 speed = max;
1336 1347
1337 if (type == PLAYER) 1348 if (type == PLAYER)
1338 { 1349 {
1339 /* 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)
1340 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1341 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1342 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1343 */ 1354 */
1344 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1345 if (f > 0) 1356 if (f > 0.f)
1346 speed = speed / (1.f + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1347 } 1358 }
1348 1359
1349 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;
1350 1362
1351 /* 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
1352 * 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.
1353 */ 1365 */
1354 speed = speed * speed_reduce_from_disease;
1355
1356 if (speed < 0.01f && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1357 speed = 0.01f; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1358 1371
1359 if (type == PLAYER) 1372 if (type == PLAYER)
1360 { 1373 {
1361 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1362 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1394 if (move_type == 0) 1407 if (move_type == 0)
1395 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1396 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1397 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1398 1411
1399 if (speed != old_speed)
1400 set_speed (speed);
1401
1402 /* 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,
1403 * so we will check that now. 1413 * so we will check that now.
1404 */ 1414 */
1405 if (type == PLAYER) 1415 if (type == PLAYER)
1406 { 1416 {
1466 /* now if there are equals at highest level, pick the one with focus, 1476 /* now if there are equals at highest level, pick the one with focus,
1467 or else at random */ 1477 or else at random */
1468 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1478 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1469 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1470 1480
1471 level = (int) (level / 5.); 1481 level = (int) (level / 25.);
1472 1482
1473 /* now set the new title */ 1483 /* now set the new title */
1474 if (pl->contr != NULL) 1484 if (pl->contr)
1475 { 1485 {
1476 if (level == 0) 1486 if (level == 0)
1477 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1478 else if (level == 1) 1488 else if (level == 1)
1479 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1508 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1509 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1510 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1511 1521
1512 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1516 for (tmp = who->inv; tmp; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1517 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1518 if (tmp->arch->archname == dragon_ability_force) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1519 abil = tmp; 1526 abil = tmp;
1520 else if (tmp->arch->archname == dragon_skin_force) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1521 skin = tmp; 1528 skin = tmp;
1522 1529
1523 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1524 if (abil == NULL) 1531 if (abil == NULL)
1525 return; 1532 return;
1601 */ 1608 */
1602void 1609void
1603player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1604{ 1611{
1605 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1606 1614
1607 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1608 op = who; 1616 op = who;
1609 1617
1610 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))
1611 { 1619 {
1620 changed = true;
1621
1612 op->level++; 1622 op->level++;
1613 1623
1614 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))
1615 dragon_level_gain (who); 1625 dragon_level_gain (who);
1616 1626
1620 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;
1621 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);
1622 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;
1623 } 1633 }
1624 1634
1625 who->update_stats ();
1626 if (op->level > 1) 1635 if (op->level > 1)
1627 { 1636 {
1628 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1629 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 }
1630 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1631 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1632 1647
1633 if (who) 1648 if (who)
1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1635 } 1650 }
1636
1637 player_lvl_adj (who, op); /* To increase more levels */
1638 } 1651 }
1652
1639 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))
1640 { 1654 {
1655 changed = true;
1656
1641 op->level--; 1657 op->level--;
1642 who->update_stats ();
1643 1658
1644 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1645 { 1660 {
1646 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);
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1663 }
1664 }
1649 1665
1650 player_lvl_adj (who, op); /* To decrease more levels */ 1666 if (changed)
1651 } 1667 {
1652 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1653 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1654 esrv_update_stats (who->contr);
1655 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1656} 1673}
1657 1674
1658/* 1675/*
1659 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1660 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines