… | |
… | |
704 | stats.stat (i) += v; |
704 | stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
705 | contr->orig_stats.stat (i) += v; |
706 | } |
706 | } |
707 | } |
707 | } |
708 | |
708 | |
|
|
709 | /* These are the items that currently can change digestion, regeneration, |
|
|
710 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
711 | * list, but other items store other info into stats array. |
|
|
712 | */ |
|
|
713 | static 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 | |
|
|
735 | static struct copy_flags : object::flags_t |
|
|
736 | { |
|
|
737 | copy_flags () |
|
|
738 | { |
|
|
739 | set (FLAG_LIFESAVE); |
|
|
740 | set (FLAG_REFL_SPELL); |
|
|
741 | set (FLAG_REFL_MISSILE); |
|
|
742 | set (FLAG_STEALTH); |
|
|
743 | set (FLAG_XRAYS); |
|
|
744 | set (FLAG_BLIND); |
|
|
745 | set (FLAG_SEE_IN_DARK); |
|
|
746 | } |
|
|
747 | } copy_flags; |
|
|
748 | |
709 | /* |
749 | /* |
710 | * Updates all abilities given by applied objects in the inventory |
750 | * Updates all abilities given by applied objects in the inventory |
711 | * of the given object. Note: This function works for both monsters |
751 | * of the given object. Note: This function works for both monsters |
712 | * and players; the "player" in the name is purely an archaic inheritance. |
752 | * and players; the "player" in the name is purely an archaic inheritance. |
713 | * This functions starts from base values (archetype or player object) |
753 | * This functions starts from base values (archetype or player object) |
… | |
… | |
718 | */ |
758 | */ |
719 | void |
759 | void |
720 | object::update_stats () |
760 | object::update_stats () |
721 | { |
761 | { |
722 | int i, j; |
762 | int i, j; |
723 | float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; |
763 | float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1; |
724 | int weapon_weight = 0, weapon_speed = 0; |
764 | int weapon_weight = 0, weapon_speed = 0; |
725 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
765 | int best_wc = 0, best_ac = 0, wc = 0, ac = 0; |
726 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
766 | int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; |
727 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
767 | object *grace_obj = NULL, *mana_obj = NULL, *tmp; |
728 | float old_speed = speed; |
768 | float old_speed = speed; |
… | |
… | |
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 | |
… | |
… | |
873 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
913 | && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) |
874 | && !tmp->flag [FLAG_CURSED] |
914 | && !tmp->flag [FLAG_CURSED] |
875 | && !tmp->flag [FLAG_DAMNED]) |
915 | && !tmp->flag [FLAG_DAMNED]) |
876 | continue; |
916 | continue; |
877 | |
917 | |
878 | for (i = 0; i < NUM_STATS; i++) |
918 | for (int i = 0; i < NUM_STATS; i++) |
879 | change_attr_value (&stats, i, tmp->stats.stat (i)); |
919 | if (expect_false (tmp->stats.stat (i))) |
|
|
920 | stats.stat (i) = clamp (stats.stat (i) + tmp->stats.stat (i), MIN_STAT, MAX_STAT); |
880 | |
921 | |
881 | /* These are the items that currently can change digestion, regeneration, |
922 | if (digest_types [tmp->type]) |
882 | * spell point recovery and mana point recovery. Seems sort of an arbitary |
|
|
883 | * list, but other items store other info into stats array. |
|
|
884 | */ |
|
|
885 | if (tmp->type == WEAPON || tmp->type == BOW || |
|
|
886 | tmp->type == ARMOUR || tmp->type == HELMET || |
|
|
887 | tmp->type == SHIELD || tmp->type == RING || |
|
|
888 | tmp->type == BOOTS || tmp->type == GLOVES || |
|
|
889 | tmp->type == AMULET || tmp->type == GIRDLE || |
|
|
890 | tmp->type == BRACERS || tmp->type == CLOAK || |
|
|
891 | tmp->type == DISEASE || tmp->type == FORCE || |
|
|
892 | tmp->type == SKILL) |
|
|
893 | { |
923 | { |
894 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
924 | contr->digestion = clamp (int (contr->digestion) + tmp->stats.food, MIN_DIGESTION, MAX_DIGESTION); |
895 | contr->gen_hp += tmp->stats.hp; |
925 | contr->gen_hp += tmp->stats.hp; |
896 | contr->gen_sp += tmp->stats.sp; |
926 | contr->gen_sp += tmp->stats.sp; |
897 | contr->gen_grace += tmp->stats.grace; |
927 | contr->gen_grace += tmp->stats.grace; |
… | |
… | |
930 | * a straight MAX, as potion_resist is initialised to zero. |
960 | * a straight MAX, as potion_resist is initialised to zero. |
931 | */ |
961 | */ |
932 | if (tmp->type == POTION_EFFECT) |
962 | if (tmp->type == POTION_EFFECT) |
933 | { |
963 | { |
934 | if (potion_resist[i]) |
964 | if (potion_resist[i]) |
935 | potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); |
965 | potion_resist[i] = max (potion_resist[i], tmp->resist[i]); |
936 | else |
966 | else |
937 | potion_resist[i] = tmp->resist[i]; |
967 | potion_resist[i] = tmp->resist[i]; |
938 | } |
968 | } |
939 | else if (tmp->resist[i] > 0) |
969 | else if (tmp->resist[i] > 0) |
940 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
970 | prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; |
… | |
… | |
952 | path_denied |= tmp->path_denied; |
982 | path_denied |= tmp->path_denied; |
953 | move_type |= tmp->move_type; |
983 | move_type |= tmp->move_type; |
954 | stats.luck += tmp->stats.luck; |
984 | stats.luck += tmp->stats.luck; |
955 | } |
985 | } |
956 | |
986 | |
957 | if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); |
987 | flag |= tmp->flag & copy_flags; |
958 | if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); |
|
|
959 | if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE); |
|
|
960 | if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH); |
|
|
961 | if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS); |
|
|
962 | if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND); |
|
|
963 | if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK); |
|
|
964 | |
988 | |
965 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
989 | if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) |
966 | SET_FLAG (this, FLAG_UNDEAD); |
990 | SET_FLAG (this, FLAG_UNDEAD); |
967 | |
991 | |
968 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
992 | if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) |
… | |
… | |
1125 | wc -= (tmp->stats.wc + tmp->magic); |
1149 | wc -= (tmp->stats.wc + tmp->magic); |
1126 | |
1150 | |
1127 | if (tmp->stats.ac) |
1151 | if (tmp->stats.ac) |
1128 | ac -= (tmp->stats.ac + tmp->magic); |
1152 | ac -= (tmp->stats.ac + tmp->magic); |
1129 | |
1153 | |
1130 | if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) |
1154 | if (ARMOUR_SPEED (tmp)) |
1131 | max = ARMOUR_SPEED (tmp) / 10.f; |
1155 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1132 | |
1156 | |
1133 | break; |
1157 | break; |
1134 | } /* switch tmp->type */ |
1158 | } /* switch tmp->type */ |
1135 | } /* item is equipped */ |
1159 | } /* item is equipped */ |
1136 | } /* for loop of items */ |
1160 | } /* for loop of items */ |
… | |
… | |
1170 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1194 | for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) |
1171 | { |
1195 | { |
1172 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1196 | j = contr->levhp[i] + con_bonus[stats.Con] / 2; |
1173 | |
1197 | |
1174 | if (i % 2 && con_bonus[stats.Con] % 2) |
1198 | if (i % 2 && con_bonus[stats.Con] % 2) |
1175 | { |
|
|
1176 | if (con_bonus[stats.Con] > 0) |
1199 | if (con_bonus[stats.Con] > 0) |
1177 | j++; |
1200 | j++; |
1178 | else |
1201 | else |
1179 | j--; |
1202 | j--; |
1180 | } |
|
|
1181 | |
1203 | |
1182 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1204 | stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ |
1183 | } |
1205 | } |
1184 | |
1206 | |
1185 | for (i = 11; i <= level; i++) |
1207 | for (i = 11; i <= level; i++) |
… | |
… | |
1204 | |
1226 | |
1205 | if (mana_obj == this && type == PLAYER) |
1227 | if (mana_obj == this && type == PLAYER) |
1206 | stats.maxsp = 1; |
1228 | stats.maxsp = 1; |
1207 | else |
1229 | else |
1208 | { |
1230 | { |
1209 | sp_tmp = 0.f; |
1231 | float sp_tmp = 0.f; |
1210 | |
1232 | |
1211 | for (i = 1; i <= mana_obj->level && i <= 10; i++) |
1233 | for (i = 1; i <= min (10, mana_obj->level); i++) |
1212 | { |
1234 | { |
1213 | float stmp; |
1235 | float stmp; |
1214 | |
1236 | |
1215 | /* Got some extra bonus at first level */ |
1237 | /* Got some extra bonus at first level */ |
1216 | if (i < 2) |
1238 | if (i < 2) |
1217 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1239 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; |
1218 | else |
1240 | else |
1219 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1241 | stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; |
1220 | |
1242 | |
1221 | if (stmp < 1.f) |
|
|
1222 | stmp = 1.f; |
|
|
1223 | |
|
|
1224 | sp_tmp += stmp; |
1243 | sp_tmp += max (1.f, stmp); |
1225 | } |
1244 | } |
1226 | |
1245 | |
1227 | stats.maxsp = (sint16)sp_tmp; |
1246 | stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10); |
1228 | |
|
|
1229 | for (i = 11; i <= mana_obj->level; i++) |
|
|
1230 | stats.maxsp += 2; |
|
|
1231 | } |
1247 | } |
1232 | |
1248 | |
1233 | /* Characters can get their sp supercharged via rune of transferrance */ |
1249 | /* Characters can get their sp supercharged via rune of transferrance */ |
1234 | if (stats.sp > stats.maxsp * 2) |
1250 | stats.sp = min (stats.sp, stats.maxsp * 2); |
1235 | stats.sp = stats.maxsp * 2; |
|
|
1236 | |
1251 | |
1237 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1252 | /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ |
1238 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1253 | if (!grace_obj || !grace_obj->level || type != PLAYER) |
1239 | grace_obj = this; |
1254 | grace_obj = this; |
1240 | |
1255 | |
… | |
… | |
1245 | /* store grace in a float - this way, the divisions below don't create |
1260 | /* store grace in a float - this way, the divisions below don't create |
1246 | * big jumps when you go from level to level - with int's, it then |
1261 | * big jumps when you go from level to level - with int's, it then |
1247 | * becomes big jumps when the sums of the bonuses jump to the next |
1262 | * becomes big jumps when the sums of the bonuses jump to the next |
1248 | * step of 8 - with floats, even fractional ones are useful. |
1263 | * step of 8 - with floats, even fractional ones are useful. |
1249 | */ |
1264 | */ |
1250 | sp_tmp = 0.f; |
1265 | float sp_tmp = 0.f; |
1251 | for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) |
1266 | |
|
|
1267 | for (i = 1; i <= min (10, grace_obj->level); i++) |
1252 | { |
1268 | { |
1253 | float grace_tmp = 0.f; |
1269 | float grace_tmp = 0.f; |
1254 | |
1270 | |
1255 | /* Got some extra bonus at first level */ |
1271 | /* Got some extra bonus at first level */ |
1256 | if (i < 2) |
1272 | if (i < 2) |
1257 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1273 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; |
1258 | else |
1274 | else |
1259 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1275 | grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; |
1260 | |
1276 | |
1261 | if (grace_tmp < 1.f) |
|
|
1262 | grace_tmp = 1.f; |
|
|
1263 | |
|
|
1264 | sp_tmp += grace_tmp; |
1277 | sp_tmp += max (1.f, grace_tmp); |
1265 | } |
1278 | } |
1266 | |
1279 | |
1267 | stats.maxgrace = (sint16)sp_tmp; |
|
|
1268 | |
|
|
1269 | /* two grace points per level after 11 */ |
1280 | /* two grace points per level after 10 */ |
1270 | for (i = 11; i <= grace_obj->level; i++) |
1281 | stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10); |
1271 | stats.maxgrace += 2; |
|
|
1272 | } |
1282 | } |
1273 | |
1283 | |
1274 | /* No limit on grace vs maxgrace */ |
1284 | /* No limit on grace vs maxgrace */ |
1275 | |
1285 | |
1276 | if (contr->braced) |
1286 | if (contr->braced) |
… | |
… | |
1330 | speed += added_speed / 10.f; |
1340 | speed += added_speed / 10.f; |
1331 | else /* Something wrong here...: */ |
1341 | else /* Something wrong here...: */ |
1332 | speed /= 1.f - added_speed; |
1342 | speed /= 1.f - added_speed; |
1333 | |
1343 | |
1334 | /* Max is determined by armour */ |
1344 | /* Max is determined by armour */ |
1335 | if (speed > max) |
1345 | speed = min (speed, max_speed); |
1336 | speed = max; |
|
|
1337 | |
1346 | |
1338 | if (type == PLAYER) |
1347 | if (type == PLAYER) |
1339 | { |
1348 | { |
1340 | /* f is a number the represents the number of kg above (positive num) |
1349 | /* f is a number the represents the number of kg above (positive num) |
1341 | * or below (negative number) that the player is carrying. If above |
1350 | * or below (negative number) that the player is carrying. If above |