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Comparing deliantra/server/common/living.C (file contents):
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.77 by root, Tue Aug 7 23:38:12 2007 UTC

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 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
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 */
719void 759void
720object::update_stats () 760object::update_stats ()
721{ 761{
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
729 769
730 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
731 if (type == PLAYER) 771 if (type == PLAYER)
732 { 772 {
733 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
735 775
736 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0; 777 contr->encumbrance = 0;
738 778
739 attacktype = 0; 779 attacktype = 0;
777 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
778 * archetype clone 818 * archetype clone
779 */ 819 */
780 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
781 821
782 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
783 { 823 {
784 if (resist[i] > 0) 824 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
786 else 826 else
787 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
799 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 840 * that their protection from physical goes down
801 */ 841 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 843 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 846 }
807 else 847 else
808 ac = arch->stats.ac; 848 ac = arch->stats.ac;
809 849
864 || (tmp->type == SKILL 904 || (tmp->type == SKILL
865 && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
866 { 906 {
867 if (type == PLAYER) 907 if (type == PLAYER)
868 { 908 {
909 contr->item_power += tmp->item_power;
910
869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
870 if (tmp != current_weapon 912 if (tmp != current_weapon
871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
872 && !tmp->flag [FLAG_CURSED] 914 && !tmp->flag [FLAG_CURSED]
873 && !tmp->flag [FLAG_DAMNED]) 915 && !tmp->flag [FLAG_DAMNED])
874 continue; 916 continue;
875 917
876 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
877 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
878 920
879 /* These are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
880 * spell point recovery and mana point recovery. Seems sort of an arbitary
881 * list, but other items store other info into stats array.
882 */
883 if (tmp->type == WEAPON || tmp->type == BOW ||
884 tmp->type == ARMOUR || tmp->type == HELMET ||
885 tmp->type == SHIELD || tmp->type == RING ||
886 tmp->type == BOOTS || tmp->type == GLOVES ||
887 tmp->type == AMULET || tmp->type == GIRDLE ||
888 tmp->type == BRACERS || tmp->type == CLOAK ||
889 tmp->type == DISEASE || tmp->type == FORCE ||
890 tmp->type == SKILL)
891 { 922 {
892 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
893 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
894 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
895 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
896 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
897 contr->item_power += tmp->item_power;
898 } 928 }
899 } /* if this is a player */ 929 } /* if this is a player */
900 else 930 else
901 { 931 {
902 if (tmp->type == WEAPON) 932 if (tmp->type == WEAPON)
903 current_weapon = tmp; 933 current_weapon = tmp;
904 } 934 }
905 935
906 /* Update slots used for items */ 936 /* Update slots used for items */
907 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
908 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
909 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
910 940
911 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
912 {
913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
915 if (speed_reduce_from_disease == 0)
916 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
917 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
918 944
919 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
920 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
921 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
922 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
923 */ 949 */
924 if (tmp->type != POTION) 950 if (tmp->type != POTION)
925 { 951 {
926 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
927 { 953 {
928 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
929 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
930 */ 956 */
931 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
932 { 958 {
933 if (potion_resist[i]) 959 if (potion_resist[i])
934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
935 else 961 else
936 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
937 } 963 }
938 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
951 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type; 978 move_type |= tmp->move_type;
953 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
954 } 980 }
955 981
956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
963 983
964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
965 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
966 986
967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1124 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1125 1145
1126 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1128 1148
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1149 if (ARMOUR_SPEED (tmp))
1130 max = ARMOUR_SPEED (tmp) / 10.f; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1131 1151
1132 break; 1152 break;
1133 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1134 } /* item is equipped */ 1154 } /* item is equipped */
1135 } /* for loop of items */ 1155 } /* for loop of items */
1142 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1144 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1145 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1146 */ 1166 */
1147 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1148 { 1168 {
1149 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1150 1170
1151 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1152 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1153 } 1173 }
1154 1174
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER) 1175 if (type == PLAYER)
1157 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1158 int pl_level; 1184 int pl_level;
1159 1185
1160 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1161 pl_level = level; 1187 pl_level = level;
1162 1188
1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1165 1191
1166 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1167 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1168 */ 1194 */
1169 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1170 { 1197 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172 1199
1173 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1176 j++; 1202 j++;
1177 else 1203 else
1178 j--; 1204 j--;
1179 }
1180 1205
1181 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1182 } 1207 }
1183 1208
1184 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1185 stats.maxhp += 2;
1186 1210
1187 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1189 1213
1190 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1203 1227
1204 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1; 1229 stats.maxsp = 1;
1206 else 1230 else
1207 { 1231 {
1208 sp_tmp = 0.f; 1232 float sp_tmp = 0.f;
1209 1233
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1211 { 1235 {
1212 float stmp; 1236 float stmp;
1213 1237
1214 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1215 if (i < 2) 1239 if (i < 2)
1216 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1217 else 1241 else
1218 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1219 1243
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1224 } 1245 }
1225 1246
1226 stats.maxsp = (sint16)sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 } 1248 }
1231 1249
1232 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1233 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1234 stats.sp = stats.maxsp * 2;
1235 1252
1236 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1237 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1238 grace_obj = this; 1255 grace_obj = this;
1239 1256
1244 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1245 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1246 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1247 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1248 */ 1265 */
1249 sp_tmp = 0.f; 1266 float sp_tmp = 0.f;
1250 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1251 { 1269 {
1252 float grace_tmp = 0.f; 1270 float grace_tmp = 0.f;
1253 1271
1254 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1255 if (i < 2) 1273 if (i < 2)
1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1257 else 1275 else
1258 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1259 1277
1260 if (grace_tmp < 1.f)
1261 grace_tmp = 1.f;
1262
1263 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1264 } 1279 }
1265 1280
1266 stats.maxgrace = (sint16)sp_tmp;
1267
1268 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1269 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1270 stats.maxgrace += 2;
1271 } 1283 }
1272 1284
1273 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1274 1286
1275 if (contr->braced) 1287 if (contr->braced)
1295 1307
1296 if (contr && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1297 { 1309 {
1298 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299 1311
1300 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1301 { 1313 {
1302 /* additional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1303 if (!(i % 6)) 1315 if (!(i % 6))
1304 wc--; 1316 wc--;
1305 1317
1329 speed += added_speed / 10.f; 1341 speed += added_speed / 10.f;
1330 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1331 speed /= 1.f - added_speed; 1343 speed /= 1.f - added_speed;
1332 1344
1333 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1334 if (speed > max) 1346 speed = min (speed, max_speed);
1335 speed = max;
1336 1347
1337 if (type == PLAYER) 1348 if (type == PLAYER)
1338 { 1349 {
1339 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1340 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
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 */
1602void 1610void
1603player_lvl_adj (object *who, object *op) 1611player_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

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