… | |
… | |
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) |
… | |
… | |
717 | * spell system split, grace points now added to system --peterm |
757 | * spell system split, grace points now added to system --peterm |
718 | */ |
758 | */ |
719 | void |
759 | void |
720 | object::update_stats () |
760 | object::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 |
… | |
… | |
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 */ |
1350 | |
1361 | |
|
|
1362 | speed = speed * speed_reduce_from_disease; |
|
|
1363 | |
1351 | /* Put a lower limit on speed. Note with this speed, you move once every |
1364 | /* 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. |
1365 | * 100 ticks or so. This amounts to once every 12 seconds of realtime. |
1353 | */ |
1366 | */ |
1354 | speed = speed * speed_reduce_from_disease; |
|
|
1355 | |
|
|
1356 | if (speed < 0.01f && type == PLAYER) |
1367 | if (speed < 0.01f && type == PLAYER) |
1357 | speed = 0.01f; |
1368 | speed = 0.01f; |
|
|
1369 | |
|
|
1370 | if (speed != old_speed) |
|
|
1371 | set_speed (speed); |
1358 | |
1372 | |
1359 | if (type == PLAYER) |
1373 | if (type == PLAYER) |
1360 | { |
1374 | { |
1361 | /* (This formula was made by vidarl@ifi.uio.no) |
1375 | /* (This formula was made by vidarl@ifi.uio.no) |
1362 | * Note that we never used these values again - basically |
1376 | * Note that we never used these values again - basically |
… | |
… | |
1394 | if (move_type == 0) |
1408 | if (move_type == 0) |
1395 | move_type = MOVE_WALK; |
1409 | move_type = MOVE_WALK; |
1396 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1410 | else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) |
1397 | move_type &= ~MOVE_WALK; |
1411 | move_type &= ~MOVE_WALK; |
1398 | |
1412 | |
1399 | if (speed != old_speed) |
|
|
1400 | set_speed (speed); |
|
|
1401 | |
|
|
1402 | /* It is quite possible that a player's spell costing might have changed, |
1413 | /* It is quite possible that a player's spell costing might have changed, |
1403 | * so we will check that now. |
1414 | * so we will check that now. |
1404 | */ |
1415 | */ |
1405 | if (type == PLAYER) |
1416 | if (type == PLAYER) |
1406 | { |
1417 | { |
… | |
… | |
1508 | object *skin = NULL; /* pointer to dragon skin force */ |
1519 | object *skin = NULL; /* pointer to dragon skin force */ |
1509 | object *tmp = NULL; /* tmp. object */ |
1520 | object *tmp = NULL; /* tmp. object */ |
1510 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1521 | char buf[MAX_BUF]; /* tmp. string buffer */ |
1511 | |
1522 | |
1512 | /* now grab the 'dragon_ability'-forces from the player's inventory */ |
1523 | /* 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) |
1524 | for (tmp = who->inv; tmp; tmp = tmp->below) |
1517 | if (tmp->type == FORCE) |
1525 | if (tmp->type == FORCE) |
1518 | if (tmp->arch->archname == dragon_ability_force) |
1526 | if (tmp->arch->archname == shstr_dragon_ability_force) |
1519 | abil = tmp; |
1527 | abil = tmp; |
1520 | else if (tmp->arch->archname == dragon_skin_force) |
1528 | else if (tmp->arch->archname == shstr_dragon_skin_force) |
1521 | skin = tmp; |
1529 | skin = tmp; |
1522 | |
1530 | |
1523 | /* if the force is missing -> bail out */ |
1531 | /* if the force is missing -> bail out */ |
1524 | if (abil == NULL) |
1532 | if (abil == NULL) |
1525 | return; |
1533 | return; |
… | |
… | |
1601 | */ |
1609 | */ |
1602 | void |
1610 | void |
1603 | player_lvl_adj (object *who, object *op) |
1611 | player_lvl_adj (object *who, object *op) |
1604 | { |
1612 | { |
1605 | char buf[MAX_BUF]; |
1613 | char buf[MAX_BUF]; |
|
|
1614 | bool changed = false; |
1606 | |
1615 | |
1607 | if (!op) /* when rolling stats */ |
1616 | if (!op) /* when rolling stats */ |
1608 | op = who; |
1617 | op = who; |
1609 | |
1618 | |
1610 | if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1619 | while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) |
1611 | { |
1620 | { |
|
|
1621 | changed = true; |
|
|
1622 | |
1612 | op->level++; |
1623 | op->level++; |
1613 | |
1624 | |
1614 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1625 | if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) |
1615 | dragon_level_gain (who); |
1626 | dragon_level_gain (who); |
1616 | |
1627 | |
… | |
… | |
1620 | who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; |
1631 | 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); |
1632 | 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; |
1633 | who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; |
1623 | } |
1634 | } |
1624 | |
1635 | |
1625 | who->update_stats (); |
|
|
1626 | if (op->level > 1) |
1636 | if (op->level > 1) |
1627 | { |
1637 | { |
1628 | if (op->type != PLAYER) |
1638 | if (op->type != PLAYER) |
|
|
1639 | { |
|
|
1640 | who->contr->play_sound (sound_find ("skill_up")); |
1629 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1641 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
|
|
1642 | } |
1630 | else |
1643 | else |
|
|
1644 | { |
|
|
1645 | who->contr->play_sound (sound_find ("level_up")); |
1631 | sprintf (buf, "You are now level %d.", op->level); |
1646 | sprintf (buf, "You are now level %d.", op->level); |
|
|
1647 | } |
1632 | |
1648 | |
1633 | if (who) |
1649 | if (who) |
1634 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1650 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1635 | } |
1651 | } |
1636 | |
|
|
1637 | player_lvl_adj (who, op); /* To increase more levels */ |
|
|
1638 | } |
1652 | } |
|
|
1653 | |
1639 | else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1654 | while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) |
1640 | { |
1655 | { |
|
|
1656 | changed = true; |
|
|
1657 | |
1641 | op->level--; |
1658 | op->level--; |
1642 | who->update_stats (); |
|
|
1643 | |
1659 | |
1644 | if (op->type != PLAYER) |
1660 | if (op->type != PLAYER) |
1645 | { |
1661 | { |
1646 | sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); |
1662 | 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); |
1663 | new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); |
1648 | } |
1664 | } |
|
|
1665 | } |
1649 | |
1666 | |
1650 | player_lvl_adj (who, op); /* To decrease more levels */ |
1667 | if (changed) |
1651 | } |
1668 | { |
1652 | |
1669 | who->update_stats (); |
|
|
1670 | esrv_update_stats (who->contr); |
1653 | /* check if the spell data has changed */ |
1671 | /* check if the spell data has changed */ |
1654 | esrv_update_stats (who->contr); |
|
|
1655 | esrv_update_spells (who->contr); |
1672 | esrv_update_spells (who->contr); |
|
|
1673 | } |
1656 | } |
1674 | } |
1657 | |
1675 | |
1658 | /* |
1676 | /* |
1659 | * Returns how much experience is needed for a player to become |
1677 | * Returns how much experience is needed for a player to become |
1660 | * the given level. level should really never exceed max_level |
1678 | * the given level. level should really never exceed max_level |