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Comparing deliantra/server/common/living.C (file contents):
Revision 1.52 by root, Sat May 12 18:34:19 2007 UTC vs.
Revision 1.73 by root, Tue Jul 31 18:08:58 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
311 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
312 * to allow for that. 311 * to allow for that.
313 */ 312 */
314 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 314 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
318 317
319 if (nstat != ostat) 318 if (nstat != ostat)
320 { 319 {
321 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 321 potion_max = 0;
422 } 421 }
423 422
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 424 * originally undead may change their status
426 */ 425 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
429 { 428 {
430 success = 1; 429 success = 1;
431 if (flag > 0) 430 if (flag > 0)
432 { 431 {
433 op->race = "undead"; 432 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 434 }
436 else 435 else
437 { 436 {
438 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 439 }
441 } 440 }
442 441
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
685void 684void
686object::remove_statbonus () 685object::remove_statbonus ()
687{ 686{
688 for (int i = 0; i < NUM_STATS; ++i) 687 for (int i = 0; i < NUM_STATS; ++i)
689 { 688 {
690 sint8 v = arch->clone.stats.stat (i); 689 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 690 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 691 contr->orig_stats.stat (i) -= v;
693 } 692 }
694} 693}
695 694
699void 698void
700object::add_statbonus () 699object::add_statbonus ()
701{ 700{
702 for (int i = 0; i < NUM_STATS; ++i) 701 for (int i = 0; i < NUM_STATS; ++i)
703 { 702 {
704 sint8 v = arch->clone.stats.stat (i); 703 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 704 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 705 contr->orig_stats.stat (i) += v;
707 } 706 }
708} 707}
709 708
723 int i, j; 722 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 724 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 727 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 728 float old_speed = speed;
730 729
731 /* First task is to clear all the values back to their original values */ 730 /* First task is to clear all the values back to their original values */
732 if (type == PLAYER) 731 if (type == PLAYER)
733 { 732 {
760 759
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 760 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 761 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 762 CLEAR_FLAG (this, FLAG_BLIND);
764 763
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 764 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 765 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 766 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 767 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 768
770 path_attuned = arch->clone.path_attuned; 769 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 770 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 771 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 772 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 773 move_type = arch->move_type;
775 774
776 chosen_skill = 0; 775 chosen_skill = 0;
777 776
778 /* initializing resistances from the values in player/monster's 777 /* initializing resistances from the values in player/monster's
779 * archetype clone 778 * archetype clone
780 */ 779 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 780 memcpy (&resist, &arch->resist, sizeof (resist));
782 781
783 for (i = 0; i < NROFATTACKS; i++) 782 for (i = 0; i < NROFATTACKS; i++)
784 { 783 {
785 if (resist[i] > 0) 784 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 785 prot[i] = resist[i], vuln[i] = 0;
788 vuln[i] = -(resist[i]), prot[i] = 0; 787 vuln[i] = -(resist[i]), prot[i] = 0;
789 788
790 potion_resist[i] = 0; 789 potion_resist[i] = 0;
791 } 790 }
792 791
793 wc = arch->clone.stats.wc; 792 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 793 stats.dam = arch->stats.dam;
795 794
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 795 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 796 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 797 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 798 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 799 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 800 * that their protection from physical goes down
802 */ 801 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 803 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 804 ac = MAX (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 806 }
808 else 807 else
809 ac = arch->clone.stats.ac; 808 ac = arch->stats.ac;
810 809
811 stats.luck = arch->clone.stats.luck; 810 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 811 speed = arch->speed;
813 812
814 /* OK - we've reset most all the objects attributes to sane values. 813 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 814 * now go through and make adjustments for what the player has equipped.
816 */ 815 */
817 for (tmp = inv; tmp; tmp = tmp->below) 816 for (tmp = inv; tmp; tmp = tmp->below)
818 { 817 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 818 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 819 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 820 * then calls this function.
828 */ 821 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 823 continue;
824
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius;
831 830
832 /* For some things, we don't care what is equipped */ 831 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 832 if (tmp->type == SKILL)
834 { 833 {
835 /* Want to take the highest skill here. */ 834 /* Want to take the highest skill here. */
865 || (tmp->type == SKILL 864 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 865 && tmp->subtype == SK_PRAYING))
867 { 866 {
868 if (type == PLAYER) 867 if (type == PLAYER)
869 { 868 {
869 contr->item_power += tmp->item_power;
870
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 871 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
872 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 873 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
874 && !tmp->flag [FLAG_CURSED]
875 && !tmp->flag [FLAG_DAMNED])
872 continue; 876 continue;
873 877
874 for (i = 0; i < NUM_STATS; i++) 878 for (i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 879 change_attr_value (&stats, i, tmp->stats.stat (i));
876 880
877 /* these are the items that currently can change digestion, regeneration, 881 /* These are the items that currently can change digestion, regeneration,
878 * spell point recovery and mana point recovery. Seems sort of an arbitary 882 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array. 883 * list, but other items store other info into stats array.
880 */ 884 */
881 if (tmp->type == WEAPON || tmp->type == BOW || 885 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET || 886 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING || 887 tmp->type == SHIELD || tmp->type == RING ||
885 tmp->type == AMULET || tmp->type == GIRDLE || 889 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK || 890 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE || 891 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL) 892 tmp->type == SKILL)
889 { 893 {
890 contr->digestion += tmp->stats.food; 894 contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION);
891 contr->gen_hp += tmp->stats.hp; 895 contr->gen_hp += tmp->stats.hp;
892 contr->gen_sp += tmp->stats.sp; 896 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 897 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 898 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 899 }
897 } /* if this is a player */ 900 } /* if this is a player */
898 else 901 else
899 { 902 {
900 if (tmp->type == WEAPON) 903 if (tmp->type == WEAPON)
939 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 942 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
940 } 943 }
941 } 944 }
942 945
943 /* There may be other things that should not adjust the attacktype */ 946 /* There may be other things that should not adjust the attacktype */
944 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 947 if (tmp->type != SYMPTOM)
945 || current_weapon == tmp)
946 { 948 {
947 attacktype |= tmp->attacktype; 949 attacktype |= tmp->attacktype;
948 path_attuned |= tmp->path_attuned; 950 path_attuned |= tmp->path_attuned;
949 path_repelled |= tmp->path_repelled; 951 path_repelled |= tmp->path_repelled;
950 path_denied |= tmp->path_denied; 952 path_denied |= tmp->path_denied;
958 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); 960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
959 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); 961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
960 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); 962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
961 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); 963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
962 964
963 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
964 SET_FLAG (this, FLAG_UNDEAD); 966 SET_FLAG (this, FLAG_UNDEAD);
965 967
966 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
967 { 969 {
968 SET_FLAG (this, FLAG_MAKE_INVIS); 970 SET_FLAG (this, FLAG_MAKE_INVIS);
992#endif 994#endif
993 995
994 /* skills modifying the character -b.t. */ 996 /* skills modifying the character -b.t. */
995 /* for all skills and skill granting objects */ 997 /* for all skills and skill granting objects */
996 case SKILL: 998 case SKILL:
997 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 999 {
1000 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
998 break; 1001 break;
999 1002
1000 if (IS_COMBAT_SKILL (tmp->subtype))
1001 wc_obj = tmp;
1002
1003 if (chosen_skill) 1003 if (chosen_skill)
1004 {
1004 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);
1005 1007
1008 tmp->flag [FLAG_APPLIED] = false;
1009 update_stats ();
1010 return;
1011 }
1012 else
1006 chosen_skill = tmp; 1013 chosen_skill = tmp;
1007 1014
1008 if (tmp->stats.dam > 0) 1015 if (tmp->stats.dam > 0)
1009 { /* skill is a 'weapon' */ 1016 { /* skill is a 'weapon' */
1010 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1017 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1011 weapon_speed = WEAPON_SPEED (tmp); 1018 weapon_speed = WEAPON_SPEED (tmp);
1012 1019
1013 if (weapon_speed < 0) 1020 if (weapon_speed < 0)
1014 weapon_speed = 0; 1021 weapon_speed = 0;
1015 1022
1016 weapon_weight = tmp->weight; 1023 weapon_weight = tmp->weight;
1017 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1024 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1018 1025
1019 if (tmp->magic) 1026 if (tmp->magic)
1020 stats.dam += tmp->magic; 1027 stats.dam += tmp->magic;
1021 } 1028 }
1022 1029
1023 if (tmp->stats.wc) 1030 if (tmp->stats.wc)
1024 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1025 1032
1026 if (tmp->slaying) 1033 if (tmp->slaying)
1027 slaying = tmp->slaying; 1034 slaying = tmp->slaying;
1028 1035
1029 if (tmp->stats.ac) 1036 if (tmp->stats.ac)
1030 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1031 1038
1032 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1039 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1033 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1040 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1034
1035 break; 1041 }
1036 1042
1037 case SKILL_TOOL:
1038 if (chosen_skill)
1039 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1040
1041 chosen_skill = tmp;
1042 break; 1043 break;
1043 1044
1044 case SHIELD: 1045 case SHIELD:
1045 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1046 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1046 contr->encumbrance += (int) tmp->weight / 2000; 1047 contr->encumbrance += (int) tmp->weight / 2000;
1226 stats.maxsp = (sint16)sp_tmp; 1227 stats.maxsp = (sint16)sp_tmp;
1227 1228
1228 for (i = 11; i <= mana_obj->level; i++) 1229 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2; 1230 stats.maxsp += 2;
1230 } 1231 }
1232
1231 /* Characters can get their sp supercharged via rune of transferrance */ 1233 /* Characters can get their sp supercharged via rune of transferrance */
1232 if (stats.sp > stats.maxsp * 2) 1234 if (stats.sp > stats.maxsp * 2)
1233 stats.sp = stats.maxsp * 2; 1235 stats.sp = stats.maxsp * 2;
1234 1236
1235 /* 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 */
1266 1268
1267 /* two grace points per level after 11 */ 1269 /* two grace points per level after 11 */
1268 for (i = 11; i <= grace_obj->level; i++) 1270 for (i = 11; i <= grace_obj->level; i++)
1269 stats.maxgrace += 2; 1271 stats.maxgrace += 2;
1270 } 1272 }
1273
1271 /* No limit on grace vs maxgrace */ 1274 /* No limit on grace vs maxgrace */
1272 1275
1273 if (contr->braced) 1276 if (contr->braced)
1274 { 1277 {
1275 ac += 2; 1278 ac += 2;
1287 * improvement every level, now its fighterlevel/5. So 1290 * improvement every level, now its fighterlevel/5. So
1288 * we give the player a bonus here in wc and dam 1291 * we give the player a bonus here in wc and dam
1289 * to make up for the change. Note that I left the 1292 * to make up for the change. Note that I left the
1290 * monster bonus the same as before. -b.t. 1293 * monster bonus the same as before. -b.t.
1291 */ 1294 */
1295 object *wc_obj = chosen_skill;
1292 1296
1293 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1297 if (contr && wc_obj && wc_obj->level > 1)
1294 { 1298 {
1295 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1299 wc -= wc_obj->level + thaco_bonus[stats.Str];
1296 1300
1297 for (i = 1; i < wc_obj->level; i++) 1301 for (i = 1; i < wc_obj->level; i++)
1298 { 1302 {
1299 /* addtional wc every 6 levels */ 1303 /* additional wc every 6 levels */
1300 if (!(i % 6)) 1304 if (!(i % 6))
1301 wc--; 1305 wc--;
1302 1306
1303 /* addtional dam every 4 levels. */ 1307 /* additional dam every 4 levels. */
1304 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1308 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1305 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1309 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1306 } 1310 }
1307 } 1311 }
1308 else 1312 else
1317 1321
1318 if (settings.search_items && contr->search_str[0]) 1322 if (settings.search_items && contr->search_str[0])
1319 speed -= 1; 1323 speed -= 1;
1320 1324
1321 if (attacktype == 0) 1325 if (attacktype == 0)
1322 attacktype = arch->clone.attacktype; 1326 attacktype = arch->attacktype;
1323
1324 } /* End if player */ 1327 } /* End if player */
1325 1328
1326 if (added_speed >= 0) 1329 if (added_speed >= 0)
1327 speed += added_speed / 10.f; 1330 speed += added_speed / 10.f;
1328 else /* Something wrong here...: */ 1331 else /* Something wrong here...: */
1362 * that would just be a real pain to read. 1365 * that would just be a real pain to read.
1363 */ 1366 */
1364 float M = (max_carry[stats.Str] - 121) / 121.f; 1367 float M = (max_carry[stats.Str] - 121) / 121.f;
1365 float M2 = max_carry[stats.Str] / 100.f; 1368 float M2 = max_carry[stats.Str] / 100.f;
1366 float W = weapon_weight / 20000.f; 1369 float W = weapon_weight / 20000.f;
1367 float s = 2 - weapon_speed / 10.f; 1370 float s = (20 - weapon_speed) / 10.f;
1368 float D = (stats.Dex - 14) / 14.f; 1371 float D = (stats.Dex - 14) / 14.f;
1369 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;
1370 1373
1371 K *= (4 + level) *1.2f / (6 + level); 1374 K *= (4 + level) * 1.2f / (6 + level);
1372 1375
1373 if (K <= 0.f) 1376 if (K <= 0.01f)
1374 K = 0.01f; 1377 K = 0.01f;
1375 1378
1376 float S = speed / (K * s); 1379 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1377
1378 contr->weapon_sp = S;
1379 } 1380 }
1380 1381
1381 /* 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: */
1382 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1383 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1383 stats.dam = arch->clone.stats.dam * 3; 1384 stats.dam = arch->stats.dam * 3;
1384 1385
1385 /* Prevent overflows of wc - best you can get is ABS(120) - this 1386 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1386 * should be more than enough - remember, AC is also in 8 bits, 1387 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1387 * so its value is the same.
1388 */
1389 if (wc > 120)
1390 wc = 120;
1391 else if (wc < -120)
1392 wc = -120;
1393
1394 stats.wc = wc;
1395
1396 if (ac > 120)
1397 ac = 120;
1398 else if (ac < -120)
1399 ac = -120;
1400
1401 stats.ac = ac;
1402 1388
1403 /* 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,
1404 * give them walking as a default. 1390 * give them walking as a default.
1405 * 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
1406 * old behaviour - if your flying, your not walking - just 1392 * old behaviour - if your flying, your not walking - just
1523 object *skin = NULL; /* pointer to dragon skin force */ 1509 object *skin = NULL; /* pointer to dragon skin force */
1524 object *tmp = NULL; /* tmp. object */ 1510 object *tmp = NULL; /* tmp. object */
1525 char buf[MAX_BUF]; /* tmp. string buffer */ 1511 char buf[MAX_BUF]; /* tmp. string buffer */
1526 1512
1527 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1513 /* now grab the 'dragon_ability'-forces from the player's inventory */
1528 shstr_cmp dragon_ability_force ("dragon_ability_force");
1529 shstr_cmp dragon_skin_force ("dragon_skin_force");
1530
1531 for (tmp = who->inv; tmp; tmp = tmp->below) 1514 for (tmp = who->inv; tmp; tmp = tmp->below)
1532 if (tmp->type == FORCE) 1515 if (tmp->type == FORCE)
1533 if (tmp->arch->name == dragon_ability_force) 1516 if (tmp->arch->archname == shstr_dragon_ability_force)
1534 abil = tmp; 1517 abil = tmp;
1535 else if (tmp->arch->name == dragon_skin_force) 1518 else if (tmp->arch->archname == shstr_dragon_skin_force)
1536 skin = tmp; 1519 skin = tmp;
1537 1520
1538 /* if the force is missing -> bail out */ 1521 /* if the force is missing -> bail out */
1539 if (abil == NULL) 1522 if (abil == NULL)
1540 return; 1523 return;
1586 if (!skill_obj) 1569 if (!skill_obj)
1587 { 1570 {
1588 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1571 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1589 return NULL; 1572 return NULL;
1590 } 1573 }
1574
1591 /* clear the flag - exp goes into this bucket, but player 1575 /* clear the flag - exp goes into this bucket, but player
1592 * still doesn't know it. 1576 * still doesn't know it.
1593 */ 1577 */
1594 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1578 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1595 skill_obj->stats.exp = 0; 1579 skill_obj->stats.exp = 0;
1596 skill_obj->level = 1; 1580 skill_obj->level = 1;
1597 insert_ob_in_ob (skill_obj, op); 1581 insert_ob_in_ob (skill_obj, op);
1598 1582
1599 if (op->contr) 1583 if (player *pl = op->contr)
1600 { 1584 {
1601 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1585 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1602 if (op->contr->ns) 1586 if (pl->ns)
1603 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1587 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1604 } 1588 }
1605 1589
1606 return skill_obj; 1590 return skill_obj;
1607} 1591}
1608
1609 1592
1610/* player_lvl_adj() - for the new exp system. we are concerned with 1593/* player_lvl_adj() - for the new exp system. we are concerned with
1611 * whether the player gets more hp, sp and new levels. 1594 * whether the player gets more hp, sp and new levels.
1612 * Note this this function should only be called for players. Monstes 1595 * Note this this function should only be called for players. Monstes
1613 * don't really gain levels 1596 * don't really gain levels
1616 */ 1599 */
1617void 1600void
1618player_lvl_adj (object *who, object *op) 1601player_lvl_adj (object *who, object *op)
1619{ 1602{
1620 char buf[MAX_BUF]; 1603 char buf[MAX_BUF];
1604 bool changed = false;
1621 1605
1622 if (!op) /* when rolling stats */ 1606 if (!op) /* when rolling stats */
1623 op = who; 1607 op = who;
1624 1608
1625 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1609 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1626 { 1610 {
1611 changed = true;
1612
1627 op->level++; 1613 op->level++;
1628 1614
1629 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))
1630 dragon_level_gain (who); 1616 dragon_level_gain (who);
1631 1617
1632 /* 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 */
1633 if (op == who && (who->level < 11) && who->type == PLAYER) 1619 if (op == who && (who->level < 11) && who->type == PLAYER)
1634 { 1620 {
1635 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1621 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1636 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1622 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1637 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1623 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1638 } 1624 }
1639 1625
1640 who->update_stats ();
1641 if (op->level > 1) 1626 if (op->level > 1)
1642 { 1627 {
1643 if (op->type != PLAYER) 1628 if (op->type != PLAYER)
1629 {
1630 who->contr->play_sound (sound_find ("skill_up"));
1644 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1631 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1632 }
1645 else 1633 else
1634 {
1635 who->contr->play_sound (sound_find ("level_up"));
1646 sprintf (buf, "You are now level %d.", op->level); 1636 sprintf (buf, "You are now level %d.", op->level);
1637 }
1638
1647 if (who) 1639 if (who)
1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1640 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1649 } 1641 }
1650 player_lvl_adj (who, op); /* To increase more levels */
1651 } 1642 }
1643
1652 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1644 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1653 { 1645 {
1646 changed = true;
1647
1654 op->level--; 1648 op->level--;
1655 who->update_stats (); 1649
1656 if (op->type != PLAYER) 1650 if (op->type != PLAYER)
1657 { 1651 {
1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1652 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1653 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1660 } 1654 }
1661 player_lvl_adj (who, op); /* To decrease more levels */ 1655 }
1656
1657 if (changed)
1662 } 1658 {
1663 1659 who->update_stats ();
1660 esrv_update_stats (who->contr);
1664 /* check if the spell data has changed */ 1661 /* check if the spell data has changed */
1665 esrv_update_stats (who->contr);
1666 esrv_update_spells (who->contr); 1662 esrv_update_spells (who->contr);
1663 }
1667} 1664}
1668 1665
1669/* 1666/*
1670 * Returns how much experience is needed for a player to become 1667 * Returns how much experience is needed for a player to become
1671 * the given level. level should really never exceed max_level 1668 * the given level. level should really never exceed max_level
1976 player_lvl_adj (op, tmp); 1973 player_lvl_adj (op, tmp);
1977 } 1974 }
1978 1975
1979 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1976 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1980 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1977 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1978
1981 if (level_loss < 0) 1979 if (level_loss < 0)
1982 level_loss = 0; 1980 level_loss = 0;
1983 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1981 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1984 1982
1985 op->stats.exp -= loss; 1983 op->stats.exp -= loss;

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