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Comparing deliantra/server/common/living.C (file contents):
Revision 1.48 by root, Fri May 11 19:41:05 2007 UTC vs.
Revision 1.66 by root, Mon Jun 4 12:19:08 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
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 it
9 * it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
10 * the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
11 * (at your option) any later version. 11 * 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, but
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16 * GNU General Public License for more details. 16 * 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 along
19 * along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h> 26#include <funcpoint.h>
27 27
233const char *const short_stat_name[NUM_STATS] = { 233const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 235};
236 236
237/* 237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 238 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 239 * is added to the specified stat.
273 */ 240 */
274void 241void
275change_attr_value (living *stats, int attr, sint8 value) 242change_attr_value (living *stats, int attr, sint8 value)
276{ 243{
277 if (value == 0) 244 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 245}
328 246
329/* 247/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 248 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 249 * 1-30 stat limit.
332 */ 250 */
333
334void 251void
335check_stat_bounds (living *stats) 252check_stat_bounds (living *stats)
336{ 253{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 254 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 255 {
341 set_attr_value (stats, i, MAX_STAT); 256 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 257 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 258 }
344} 259}
345 260
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 261#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 262
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 263/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
366 * that gives them that ability. 281 * that gives them that ability.
367 */ 282 */
368int 283int
369change_abil (object *op, object *tmp) 284change_abil (object *op, object *tmp)
370{ 285{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 291 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 310 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) 316 else if (nstat > 20 + op->arch->clone.stats.stat (j))
404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j); 317 nstat = 20 + op->arch->clone.stats.stat (j);
405 318
406 if (nstat != ostat) 319 if (nstat != ostat)
407 { 320 {
408 set_attr_value (&op->contr->orig_stats, j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 322 potion_max = 0;
410 } 323 }
411 else if (i) 324 else if (i)
412 { 325 {
413 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
417 330
418 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
419 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway. 333 * recalculates this anyway.
421 */ 334 */
422 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
424 337
425 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */ 339 } /* end of potion handling code */
427 } 340 }
428 341
429 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
430 * everything to set 343 * everything to set
431 */ 344 */
432 if (flag == -1) 345 if (flag == -1)
433 { 346 {
434 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 */ 353 */
441 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
442 } 355 }
443 356
444 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
445 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
446 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
447 */ 360 */
448 op->update_stats (); 361 op->update_stats ();
449 362
450 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
451 * print out message if this is a bow. 364 * print out message if this is a bow.
452 */ 365 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 { 367 {
455 success = 1; 368 success = 1;
495 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
496 { 409 {
497 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land 411 * in that case, you don't actually land
499 */ 412 */
500 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
502 } 415 }
503 416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist[i] != refop.resist[i])
655 } 568 }
656 } 569 }
657 570
658 if (!potion_max) 571 if (!potion_max)
659 { 572 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 575 if (int i = tmp->stats.stat (j))
663 { 576 {
664 success = 1; 577 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 579 }
667 } 580 }
770 * Subtracts stat-bonuses given by the class which the player has chosen. 683 * Subtracts stat-bonuses given by the class which the player has chosen.
771 */ 684 */
772void 685void
773object::remove_statbonus () 686object::remove_statbonus ()
774{ 687{
775 stats.Str -= arch->clone.stats.Str; 688 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Dex -= arch->clone.stats.Dex; 689 {
777 stats.Con -= arch->clone.stats.Con; 690 sint8 v = arch->clone.stats.stat (i);
778 stats.Wis -= arch->clone.stats.Wis; 691 stats.stat (i) -= v;
779 stats.Pow -= arch->clone.stats.Pow; 692 contr->orig_stats.stat (i) -= v;
780 stats.Cha -= arch->clone.stats.Cha; 693 }
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790} 694}
791 695
792/* 696/*
793 * Adds stat-bonuses given by the class which the player has chosen. 697 * Adds stat-bonuses given by the class which the player has chosen.
794 */ 698 */
795void 699void
796object::add_statbonus () 700object::add_statbonus ()
797{ 701{
798 stats.Str += arch->clone.stats.Str; 702 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Dex += arch->clone.stats.Dex; 703 {
800 stats.Con += arch->clone.stats.Con; 704 sint8 v = arch->clone.stats.stat (i);
801 stats.Wis += arch->clone.stats.Wis; 705 stats.stat (i) += v;
802 stats.Pow += arch->clone.stats.Pow; 706 contr->orig_stats.stat (i) += v;
803 stats.Cha += arch->clone.stats.Cha; 707 }
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813} 708}
814 709
815/* 710/*
816 * Updates all abilities given by applied objects in the inventory 711 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters 712 * of the given object. Note: This function works for both monsters
828 int i, j; 723 int i, j;
829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
830 int weapon_weight = 0, weapon_speed = 0; 725 int weapon_weight = 0, weapon_speed = 0;
831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 728 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
834 float old_speed = speed; 729 float old_speed = speed;
835 730
836 /* First task is to clear all the values back to their original values */ 731 /* First task is to clear all the values back to their original values */
837 if (type == PLAYER) 732 if (type == PLAYER)
838 { 733 {
839 for (i = 0; i < NUM_STATS; i++) 734 for (i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 735 stats.stat (i) = contr->orig_stats.stat (i);
841 736
842 if (settings.spell_encumbrance == TRUE) 737 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0; 738 contr->encumbrance = 0;
844 739
845 attacktype = 0; 740 attacktype = 0;
919 /* OK - we've reset most all the objects attributes to sane values. 814 /* OK - we've reset most all the objects attributes to sane values.
920 * now go through and make adjustments for what the player has equipped. 815 * now go through and make adjustments for what the player has equipped.
921 */ 816 */
922 for (tmp = inv; tmp; tmp = tmp->below) 817 for (tmp = inv; tmp; tmp = tmp->below)
923 { 818 {
924 /* See note in map.c:update_position about making this additive
925 * since light sources are never applied, need to put check here.
926 */
927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
929
930 /* This happens because apply_potion calls change_abil with the potion 819 /* This happens because apply_potion calls change_abil with the potion
931 * applied so we can tell the player what changed. But change_abil 820 * applied so we can tell the player what changed. But change_abil
932 * then calls this function. 821 * then calls this function.
933 */ 822 */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 823 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
935 continue; 824 continue;
825
826 /* See note in map.c:update_position about making this additive
827 * since light sources are never applied, need to put check here.
828 */
829 if (tmp->glow_radius > glow_radius)
830 glow_radius = tmp->glow_radius;
936 831
937 /* For some things, we don't care what is equipped */ 832 /* For some things, we don't care what is equipped */
938 if (tmp->type == SKILL) 833 if (tmp->type == SKILL)
939 { 834 {
940 /* Want to take the highest skill here. */ 835 /* Want to take the highest skill here. */
962 * in the praying skill, and the player should always get those. 857 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below, 858 * It also means we need to put in additional checks for applied below,
964 * because the skill shouldn't count against body positions being used 859 * because the skill shouldn't count against body positions being used
965 * up, etc. 860 * up, etc.
966 */ 861 */
967 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 862 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER 863 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON) 864 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL 865 || (tmp->type == SKILL
971 && tmp->subtype == SK_PRAYING)) 866 && tmp->subtype == SK_PRAYING))
972 { 867 {
973 if (type == PLAYER) 868 if (type == PLAYER)
974 { 869 {
975 if ((tmp->type == WEAPON || tmp->type == BOW) 870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
976 && tmp != current_weapon) 871 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED])
977 continue; 875 continue;
978 876
979 for (i = 0; i < NUM_STATS; i++) 877 for (i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 878 change_attr_value (&stats, i, tmp->stats.stat (i));
981 879
982 /* these are the items that currently can change digestion, regeneration, 880 /* These are the items that currently can change digestion, regeneration,
983 * spell point recovery and mana point recovery. Seems sort of an arbitary 881 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array. 882 * list, but other items store other info into stats array.
985 */ 883 */
986 if ((tmp->type == WEAPON) || (tmp->type == BOW) || 884 if (tmp->type == WEAPON || tmp->type == BOW ||
987 (tmp->type == ARMOUR) || (tmp->type == HELMET) || 885 tmp->type == ARMOUR || tmp->type == HELMET ||
988 (tmp->type == SHIELD) || (tmp->type == RING) || 886 tmp->type == SHIELD || tmp->type == RING ||
989 (tmp->type == BOOTS) || (tmp->type == GLOVES) || 887 tmp->type == BOOTS || tmp->type == GLOVES ||
990 (tmp->type == AMULET) || (tmp->type == GIRDLE) || 888 tmp->type == AMULET || tmp->type == GIRDLE ||
991 (tmp->type == BRACERS) || (tmp->type == CLOAK) || 889 tmp->type == BRACERS || tmp->type == CLOAK ||
992 (tmp->type == DISEASE) || (tmp->type == FORCE) || 890 tmp->type == DISEASE || tmp->type == FORCE ||
993 (tmp->type == SKILL)) 891 tmp->type == SKILL)
994 { 892 {
995 contr->digestion += tmp->stats.food; 893 contr->digestion += tmp->stats.food;
996 contr->gen_hp += tmp->stats.hp; 894 contr->gen_hp += tmp->stats.hp;
997 contr->gen_sp += tmp->stats.sp; 895 contr->gen_sp += tmp->stats.sp;
998 contr->gen_grace += tmp->stats.grace; 896 contr->gen_grace += tmp->stats.grace;
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 943 }
1046 } 944 }
1047 945
1048 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 { 948 {
1052 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
1097#endif 994#endif
1098 995
1099 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
1100 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
1101 case SKILL: 998 case SKILL:
1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1103 break; 1001 break;
1104 1002
1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1108 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1005 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1006 &name, &chosen_skill->name, &tmp->name);
1110 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1111 chosen_skill = tmp; 1013 chosen_skill = tmp;
1112 1014
1113 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1114 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1116 weapon_speed = WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1117 1019
1118 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1119 weapon_speed = 0; 1021 weapon_speed = 0;
1120 1022
1121 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1123 1025
1124 if (tmp->magic) 1026 if (tmp->magic)
1125 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1126 } 1028 }
1127 1029
1128 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1130 1032
1131 if (tmp->slaying) 1033 if (tmp->slaying)
1132 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1133 1035
1134 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1136 1038
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1139
1140 break; 1041 }
1141 1042
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break; 1043 break;
1148 1044
1149 case SHIELD: 1045 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1331 stats.maxsp = (sint16)sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1332 1228
1333 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1334 stats.maxsp += 2; 1230 stats.maxsp += 2;
1335 } 1231 }
1232
1336 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1337 if (stats.sp > stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1338 stats.sp = stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1339 1236
1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1237 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1371 1268
1372 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1373 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1374 stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1375 } 1272 }
1273
1376 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1377 1275
1378 if (contr->braced) 1276 if (contr->braced)
1379 { 1277 {
1380 ac += 2; 1278 ac += 2;
1392 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1393 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1394 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1395 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1396 */ 1294 */
1295 object *wc_obj = chosen_skill;
1397 1296
1398 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1399 { 1298 {
1400 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401 1300
1402 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1403 { 1302 {
1404 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1405 if (!(i % 6)) 1304 if (!(i % 6))
1406 wc--; 1305 wc--;
1407 1306
1408 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 } 1310 }
1412 } 1311 }
1413 else 1312 else
1423 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1424 speed -= 1; 1323 speed -= 1;
1425 1324
1426 if (attacktype == 0) 1325 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype; 1326 attacktype = arch->clone.attacktype;
1428
1429 } /* End if player */ 1327 } /* End if player */
1430 1328
1431 if (added_speed >= 0) 1329 if (added_speed >= 0)
1432 speed += added_speed / 10.f; 1330 speed += added_speed / 10.f;
1433 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1467 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1468 */ 1366 */
1469 float M = (max_carry[stats.Str] - 121) / 121.f; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 float M2 = max_carry[stats.Str] / 100.f; 1368 float M2 = max_carry[stats.Str] / 100.f;
1471 float W = weapon_weight / 20000.f; 1369 float W = weapon_weight / 20000.f;
1472 float s = 2 - weapon_speed / 10.f; 1370 float s = (20 - weapon_speed) / 10.f;
1473 float D = (stats.Dex - 14) / 14.f; 1371 float D = (stats.Dex - 14) / 14.f;
1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1372 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475 1373
1476 K *= (4 + level) *1.2f / (6 + level); 1374 K *= (4 + level) * 1.2f / (6 + level);
1477 1375
1478 if (K <= 0.f) 1376 if (K <= 0.01f)
1479 K = 0.01f; 1377 K = 0.01f;
1480 1378
1481 float S = speed / (K * s); 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1482
1483 contr->weapon_sp = S;
1484 } 1380 }
1485 1381
1486 /* I want to limit the power of small monsters with big weapons: */ 1382 /* I want to limit the power of small monsters with big weapons: */
1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3)
1488 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->clone.stats.dam * 3;
1489 1385
1490 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1491 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1492 * so its value is the same.
1493 */
1494 if (wc > 120)
1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1499 stats.wc = wc;
1500
1501 if (ac > 120)
1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1506 stats.ac = ac;
1507 1388
1508 /* if for some reason the creature doesn't have any move type, 1389 /* if for some reason the creature doesn't have any move type,
1509 * give them walking as a default. 1390 * give them walking as a default.
1510 * The second case is a special case - to more closely mimic the 1391 * The second case is a special case - to more closely mimic the
1511 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1633 shstr_cmp dragon_ability_force ("dragon_ability_force"); 1514 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force"); 1515 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635 1516
1636 for (tmp = who->inv; tmp; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1637 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1638 if (tmp->arch->name == dragon_ability_force) 1519 if (tmp->arch->archname == dragon_ability_force)
1639 abil = tmp; 1520 abil = tmp;
1640 else if (tmp->arch->name == dragon_skin_force) 1521 else if (tmp->arch->archname == dragon_skin_force)
1641 skin = tmp; 1522 skin = tmp;
1642 1523
1643 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1644 if (abil == NULL) 1525 if (abil == NULL)
1645 return; 1526 return;
1691 if (!skill_obj) 1572 if (!skill_obj)
1692 { 1573 {
1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1694 return NULL; 1575 return NULL;
1695 } 1576 }
1577
1696 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1697 * still doesn't know it. 1579 * still doesn't know it.
1698 */ 1580 */
1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1700 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1701 skill_obj->level = 1; 1583 skill_obj->level = 1;
1702 insert_ob_in_ob (skill_obj, op); 1584 insert_ob_in_ob (skill_obj, op);
1703 1585
1704 if (op->contr) 1586 if (player *pl = op->contr)
1705 { 1587 {
1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1588 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns) 1589 if (pl->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1590 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1709 } 1591 }
1710 1592
1711 return skill_obj; 1593 return skill_obj;
1712} 1594}
1713
1714 1595
1715/* player_lvl_adj() - for the new exp system. we are concerned with 1596/* player_lvl_adj() - for the new exp system. we are concerned with
1716 * whether the player gets more hp, sp and new levels. 1597 * whether the player gets more hp, sp and new levels.
1717 * Note this this function should only be called for players. Monstes 1598 * Note this this function should only be called for players. Monstes
1718 * don't really gain levels 1599 * don't really gain levels
1729 1610
1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1611 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 { 1612 {
1732 op->level++; 1613 op->level++;
1733 1614
1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1615 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1735 dragon_level_gain (who); 1616 dragon_level_gain (who);
1736 1617
1737 /* Only roll these if it is the player (who) that gained the level */ 1618 /* Only roll these if it is the player (who) that gained the level */
1738 if (op == who && (who->level < 11) && who->type == PLAYER) 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 { 1620 {
1747 { 1628 {
1748 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1750 else 1631 else
1751 sprintf (buf, "You are now level %d.", op->level); 1632 sprintf (buf, "You are now level %d.", op->level);
1633
1752 if (who) 1634 if (who)
1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 } 1636 }
1637
1755 player_lvl_adj (who, op); /* To increase more levels */ 1638 player_lvl_adj (who, op); /* To increase more levels */
1756 } 1639 }
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1640 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 { 1641 {
1759 op->level--; 1642 op->level--;
1760 who->update_stats (); 1643 who->update_stats ();
1644
1761 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1762 { 1646 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 } 1649 }
1650
1766 player_lvl_adj (who, op); /* To decrease more levels */ 1651 player_lvl_adj (who, op); /* To decrease more levels */
1767 } 1652 }
1768 1653
1769 /* check if the spell data has changed */ 1654 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr); 1655 esrv_update_stats (who->contr);
2081 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
2082 } 1967 }
2083 1968
2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1971
2086 if (level_loss < 0) 1972 if (level_loss < 0)
2087 level_loss = 0; 1973 level_loss = 0;
2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2089 1975
2090 op->stats.exp -= loss; 1976 op->stats.exp -= loss;

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