1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | * the terms of the Affero GNU General Public License as published by the |
… | |
… | |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | //+GPL |
25 | //+GPL |
26 | |
26 | |
|
|
27 | #include <algorithm> |
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|
28 | #include <functional> |
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|
29 | |
27 | #include <global.h> |
30 | #include <global.h> |
28 | #include <sproto.h> |
31 | #include <sproto.h> |
29 | #include <sounds.h> |
32 | #include <sounds.h> |
30 | #include <living.h> |
33 | #include <living.h> |
31 | #include <object.h> |
34 | #include <object.h> |
32 | #include <spells.h> |
35 | #include <spells.h> |
33 | #include <skills.h> |
36 | #include <skills.h> |
34 | |
37 | |
35 | #include <algorithm> |
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|
36 | #include <functional> |
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|
37 | |
|
|
38 | playervec players; |
38 | playervec players; |
39 | |
39 | |
40 | /* This loads the first map an puts the player on it. */ |
40 | /* This loads the first map an puts the player on it. */ |
41 | static void |
41 | static void |
42 | set_first_map (object *op) |
42 | set_first_map (object *op) |
… | |
… | |
126 | |
126 | |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
127 | new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); |
128 | |
128 | |
129 | esrv_new_player (this); |
129 | esrv_new_player (this); |
130 | |
130 | |
131 | ob->update_stats (); |
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|
132 | |
|
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133 | ns->floorbox_update (); |
|
|
134 | esrv_send_inventory (ob, ob); |
|
|
135 | esrv_add_spells (this, 0); |
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|
136 | |
|
|
137 | ob->flag [FLAG_READY_WEAPON] = false; |
131 | ob->flag [FLAG_READY_WEAPON] = false; |
138 | ob->flag [FLAG_READY_SKILL] = false; |
132 | ob->flag [FLAG_READY_SKILL] = false; |
139 | ob->flag [FLAG_READY_RANGE] = false; |
133 | ob->flag [FLAG_READY_RANGE] = false; |
140 | ob->flag [FLAG_READY_BOW] = false; |
134 | ob->flag [FLAG_READY_BOW] = false; |
141 | |
135 | |
142 | ob->update_stats (); // we unapplied stuff above |
136 | ob->update_stats (); |
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|
137 | |
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|
138 | ns->floorbox_update (); |
|
|
139 | esrv_send_inventory (ob, ob); |
|
|
140 | esrv_add_spells (this, 0); |
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|
141 | |
143 | activate (); |
142 | activate (); |
144 | |
143 | |
145 | INVOKE_PLAYER (CONNECT, this); |
144 | INVOKE_PLAYER (CONNECT, this); |
146 | INVOKE_PLAYER (LOGIN, this); |
145 | INVOKE_PLAYER (LOGIN, this); |
147 | } |
146 | } |
… | |
… | |
182 | player::set_object (object *op) |
181 | player::set_object (object *op) |
183 | { |
182 | { |
184 | ob = observe = viewpoint = op; |
183 | ob = observe = viewpoint = op; |
185 | ob->contr = this; /* this aren't yet in archetype */ |
184 | ob->contr = this; /* this aren't yet in archetype */ |
186 | |
185 | |
187 | ob->speed = 1.0f; |
186 | ob->speed = 1.0f; // object still inactive, keep it that way |
188 | ob->speed_left = 0.5f; |
187 | ob->speed_left = 0.5f; |
189 | |
188 | |
190 | ob->direction = 5; /* So player faces south */ |
189 | ob->direction = 5; /* So player faces south */ |
191 | } |
190 | } |
192 | |
191 | |
… | |
… | |
374 | */ |
373 | */ |
375 | int |
374 | int |
376 | path_to_player (object *mon, object *pl, unsigned mindiff) |
375 | path_to_player (object *mon, object *pl, unsigned mindiff) |
377 | { |
376 | { |
378 | rv_vector rv; |
377 | rv_vector rv; |
379 | sint16 x, y; |
|
|
380 | int lastx, lasty, dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
378 | int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; |
381 | maptile *m, *lastmap; |
|
|
382 | |
379 | |
383 | get_rangevector (mon, pl, &rv, 0); |
380 | get_rangevector (mon, pl, &rv, 0); |
384 | |
381 | |
385 | if (rv.distance < mindiff) |
382 | if (rv.distance < mindiff) |
386 | return 0; |
383 | return 0; |
387 | |
384 | |
388 | x = mon->x; |
385 | mapxy pos (mon); |
389 | y = mon->y; |
|
|
390 | m = mon->map; |
|
|
391 | dir = rv.direction; |
386 | dir = rv.direction; |
392 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
387 | lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ |
393 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
388 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
394 | |
389 | |
395 | /* If we can't solve it within the search distance, return now. */ |
390 | /* If we can't solve it within the search distance, return now. */ |
396 | if (diff > max) |
391 | if (diff > max) |
397 | return 0; |
392 | return 0; |
398 | |
393 | |
399 | while (diff > 1 && max > 0) |
394 | while (diff > 1 && max > 0) |
400 | { |
395 | { |
401 | lastx = x; |
396 | mapxy lastpos = pos; |
402 | lasty = y; |
|
|
403 | lastmap = m; |
|
|
404 | x = lastx + freearr_x[dir]; |
|
|
405 | y = lasty + freearr_y[dir]; |
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|
406 | |
397 | |
407 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
398 | pos.move (dir); |
408 | blocked = (mflags & P_OUT_OF_MAP) ? MOVE_ALL : GET_MAP_MOVE_BLOCK (m, x, y); |
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|
409 | |
399 | |
410 | /* Space is blocked - try changing direction a little */ |
400 | /* Space is blocked - try changing direction a little */ |
411 | if ((mflags & P_OUT_OF_MAP) || ((OB_TYPE_MOVE_BLOCK (mon, blocked) || (mflags & P_BLOCKSVIEW)) |
401 | if (!pos.normalise () |
412 | && (m == mon->map && blocked_link (mon, m, x, y)))) |
402 | || (((pos->flags () & P_BLOCKSVIEW) || OB_TYPE_MOVE_BLOCK (mon, pos->move_block)) |
|
|
403 | && blocked_link (mon, pos.m, pos.x, pos.y))) |
413 | { |
404 | { |
414 | /* recalculate direction from last good location. Possible |
405 | /* recalculate direction from last good location. Possible |
415 | * we were not traversing ideal location before. |
406 | * we were not traversing ideal location before. |
416 | */ |
407 | */ |
417 | get_rangevector_from_mapcoord (lastmap, lastx, lasty, pl, &rv, 0); |
408 | get_rangevector_from_mapcoord (lastpos.m, lastpos.x, lastpos.y, pl, &rv, 0); |
418 | if (rv.direction != dir) |
409 | if (rv.direction != dir) |
419 | { |
410 | { |
420 | /* OK - says direction should be different - lets reset the |
411 | /* OK - says direction should be different - lets reset the |
421 | * the values so it will try again. |
412 | * the values so it will try again. |
422 | */ |
413 | */ |
423 | x = lastx; |
|
|
424 | y = lasty; |
|
|
425 | m = lastmap; |
414 | pos = lastpos; |
426 | dir = firstdir = rv.direction; |
415 | dir = firstdir = rv.direction; |
427 | } |
416 | } |
428 | else |
417 | else |
429 | { |
418 | { |
430 | /* direct path is blocked - try taking a side step to |
419 | /* direct path is blocked - try taking a side step to |
… | |
… | |
437 | */ |
426 | */ |
438 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
427 | for (i = -DETOUR_AMOUNT; i <= DETOUR_AMOUNT; i++) |
439 | { |
428 | { |
440 | if (i == 0) |
429 | if (i == 0) |
441 | continue; /* already did this, so skip it */ |
430 | continue; /* already did this, so skip it */ |
|
|
431 | |
442 | /* Use lastdir here - otherwise, |
432 | /* Use lastdir here - otherwise, |
443 | * since the direction that the creature should move in |
433 | * since the direction that the creature should move in |
444 | * may change, you could get infinite loops. |
434 | * may change, you could get infinite loops. |
445 | * ie, player is northwest, but monster can only |
435 | * ie, player is northwest, but monster can only |
446 | * move west, so it does that. It goes some distance, |
436 | * move west, so it does that. It goes some distance, |
… | |
… | |
448 | * can't do that, but now finds it can move east, and |
438 | * can't do that, but now finds it can move east, and |
449 | * gets back to its original point. lastdir contains |
439 | * gets back to its original point. lastdir contains |
450 | * the last direction the creature has successfully |
440 | * the last direction the creature has successfully |
451 | * moved. |
441 | * moved. |
452 | */ |
442 | */ |
453 | |
|
|
454 | x = lastx + freearr_x[absdir (lastdir + i)]; |
|
|
455 | y = lasty + freearr_y[absdir (lastdir + i)]; |
|
|
456 | m = lastmap; |
443 | pos = lastpos; |
457 | mflags = get_map_flags (m, &m, x, y, &x, &y); |
444 | pos.move (absdir (lastdir + i)); |
458 | if (mflags & P_OUT_OF_MAP) |
445 | |
|
|
446 | if (!pos.normalise ()) |
459 | continue; |
447 | continue; |
460 | blocked = GET_MAP_MOVE_BLOCK (m, x, y); |
448 | |
461 | if (OB_TYPE_MOVE_BLOCK (mon, blocked)) |
449 | mapspace &ms = *pos; |
|
|
450 | |
|
|
451 | if (ms.flags () & P_BLOCKSVIEW) |
462 | continue; |
452 | continue; |
463 | if (mflags & P_BLOCKSVIEW) |
453 | |
|
|
454 | if (OB_TYPE_MOVE_BLOCK (mon, ms.move_block)) |
464 | continue; |
455 | continue; |
465 | |
456 | |
466 | if (m == mon->map && blocked_link (mon, m, x, y)) |
457 | if (blocked_link (mon, pos.m, pos.x, pos.y)) |
467 | break; |
458 | break; |
468 | } |
459 | } |
|
|
460 | |
469 | /* go through entire loop without finding a valid |
461 | /* go through entire loop without finding a valid |
470 | * sidestep to take - thus, no valid path. |
462 | * sidestep to take - thus, no valid path. |
471 | */ |
463 | */ |
472 | if (i == (DETOUR_AMOUNT + 1)) |
464 | if (i == DETOUR_AMOUNT + 1) |
473 | return 0; |
465 | return 0; |
|
|
466 | |
474 | diff--; |
467 | diff--; |
475 | lastdir = dir; |
468 | lastdir = dir; |
476 | max--; |
469 | max--; |
477 | if (!firstdir) |
470 | if (!firstdir) |
478 | firstdir = dir + i; |
471 | firstdir = dir + i; |
… | |
… | |
482 | { |
475 | { |
483 | /* we moved towards creature, so diff is less */ |
476 | /* we moved towards creature, so diff is less */ |
484 | diff--; |
477 | diff--; |
485 | max--; |
478 | max--; |
486 | lastdir = dir; |
479 | lastdir = dir; |
|
|
480 | |
487 | if (!firstdir) |
481 | if (!firstdir) |
488 | firstdir = dir; |
482 | firstdir = dir; |
489 | } |
483 | } |
490 | |
484 | |
491 | if (diff <= 1) |
485 | if (diff <= 1) |
492 | { |
486 | { |
493 | /* Recalculate diff (distance) because we may not have actually |
487 | /* Recalculate diff (distance) because we may not have actually |
494 | * headed toward player for entire distance. |
488 | * headed toward player for entire distance. |
495 | */ |
489 | */ |
496 | get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); |
490 | get_rangevector_from_mapcoord (pos.m, pos.x, pos.y, pl, &rv, 0); |
497 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
491 | diff = ::max (abs (rv.distance_x), abs (rv.distance_y)); |
498 | } |
492 | } |
499 | |
493 | |
500 | if (diff > max) |
494 | if (diff > max) |
501 | return 0; |
495 | return 0; |
… | |
… | |
566 | |
560 | |
567 | /* Give starting characters identified, uncursed, and undamned |
561 | /* Give starting characters identified, uncursed, and undamned |
568 | * items. Just don't identify gold or silver, or it won't be |
562 | * items. Just don't identify gold or silver, or it won't be |
569 | * merged properly. |
563 | * merged properly. |
570 | */ |
564 | */ |
571 | if (need_identify (op)) |
565 | if (op->need_identify ()) |
572 | { |
566 | { |
573 | op->set_flag (FLAG_IDENTIFIED); |
567 | op->set_flag (FLAG_IDENTIFIED); |
574 | op->clr_flag (FLAG_CURSED); |
568 | op->clr_flag (FLAG_CURSED); |
575 | op->clr_flag (FLAG_DAMNED); |
569 | op->clr_flag (FLAG_DAMNED); |
576 | } |
570 | } |
… | |
… | |
614 | roll_stat () |
608 | roll_stat () |
615 | { |
609 | { |
616 | int a[4], i, j, k; |
610 | int a[4], i, j, k; |
617 | |
611 | |
618 | for (i = 0; i < 4; i++) |
612 | for (i = 0; i < 4; i++) |
619 | a[i] = (int) rndm (6) + 1; |
613 | a[i] = rndm (1, 6); |
620 | |
614 | |
621 | for (i = 0, j = 0, k = 7; i < 4; i++) |
615 | for (i = 0, j = 0, k = 7; i < 4; i++) |
622 | if (a[i] < k) |
616 | if (a[i] < k) |
623 | k = a[i], j = i; |
617 | k = a[i], j = i; |
624 | |
618 | |
… | |
… | |
721 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
715 | treasurelist *tl = treasurelist::find (shstr_starting_wealth); |
722 | if (tl) |
716 | if (tl) |
723 | create_treasure (tl, ob, 0, 0, 0); |
717 | create_treasure (tl, ob, 0, 0, 0); |
724 | |
718 | |
725 | INVOKE_PLAYER (BIRTH, ob->contr); |
719 | INVOKE_PLAYER (BIRTH, ob->contr); |
726 | INVOKE_PLAYER (LOGIN, ob->contr); |
|
|
727 | |
720 | |
728 | ob->contr->ns->state = ST_PLAYING; |
721 | ob->contr->ns->state = ST_PLAYING; |
729 | |
722 | |
730 | if (ob->msg) |
723 | if (ob->msg) |
731 | ob->msg = 0; |
724 | ob->msg = 0; |
… | |
… | |
1452 | #endif |
1445 | #endif |
1453 | |
1446 | |
1454 | SET_ANIMATION (arrow, arrow->direction); |
1447 | SET_ANIMATION (arrow, arrow->direction); |
1455 | |
1448 | |
1456 | /* update the speed */ |
1449 | /* update the speed */ |
1457 | arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1458 | + bow->stats.dam / 7.f; |
|
|
1459 | |
1450 | |
1460 | arrow->set_speed (max (arrow->speed, 2.f)); |
|
|
1461 | arrow->speed_left = 0; |
1451 | arrow->speed_left = 0; |
|
|
1452 | arrow->set_speed (max (2.f, |
|
|
1453 | ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f |
|
|
1454 | + bow->stats.dam / 7.f |
|
|
1455 | )); |
1462 | |
1456 | |
1463 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1457 | int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; |
1464 | |
1458 | |
1465 | if (op->type == PLAYER) |
1459 | if (op->type == PLAYER) |
1466 | { |
1460 | { |
… | |
… | |
1873 | || mon->flag [FLAG_CAN_ROLL]) |
1867 | || mon->flag [FLAG_CAN_ROLL]) |
1874 | && mon != op) |
1868 | && mon != op) |
1875 | break; |
1869 | break; |
1876 | } |
1870 | } |
1877 | |
1871 | |
1878 | if (!mon) /* This happens anytime the player tries to move */ |
1872 | /* no monster == player tries to move into a wall or so */ |
1879 | return false; /* into a wall */ |
1873 | if (!mon) |
|
|
1874 | { |
|
|
1875 | for (object *ob = m->at (nx, ny).top; ob; ob = ob->below) |
|
|
1876 | if (op->move_type & ob->move_block) |
|
|
1877 | { |
|
|
1878 | if (ob->move_block == MOVE_ALL) |
|
|
1879 | move_into_wall (op, ob); |
|
|
1880 | else |
|
|
1881 | { |
|
|
1882 | if (op->contr->ns->bumpmsg) |
|
|
1883 | { |
|
|
1884 | op->play_sound (sound_find ("blocked_move")); |
|
|
1885 | |
|
|
1886 | op->statusmsg (ob->invisible |
|
|
1887 | ? "Something blocks you." |
|
|
1888 | : format ("Something blocks you from entering the %s.", query_name (ob)) |
|
|
1889 | ); |
|
|
1890 | } |
|
|
1891 | } |
|
|
1892 | |
|
|
1893 | break; |
|
|
1894 | } |
|
|
1895 | |
|
|
1896 | return false; |
|
|
1897 | } |
1880 | |
1898 | |
1881 | mon = mon->head_ (); |
1899 | mon = mon->head_ (); |
1882 | |
1900 | |
1883 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1901 | if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) |
1884 | if (op->contr->weapon_sp_left > 0.f) |
1902 | if (op->contr->weapon_sp_left > 0.f) |
… | |
… | |
1999 | } |
2017 | } |
2000 | |
2018 | |
2001 | bool |
2019 | bool |
2002 | move_player (object *op, int dir) |
2020 | move_player (object *op, int dir) |
2003 | { |
2021 | { |
2004 | if (!op->map || op->map->in_memory != MAP_ACTIVE) |
2022 | if (!op->map || op->map->state != MAP_ACTIVE) |
2005 | return 0; |
2023 | return 0; |
2006 | |
2024 | |
2007 | /* Sanity check: make sure dir is valid */ |
2025 | /* Sanity check: make sure dir is valid */ |
2008 | if (dir < 0 || dir >= 9) |
2026 | if (dir < 0 || dir > 8) |
2009 | { |
2027 | { |
2010 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2028 | LOG (llevError, "move_player: invalid direction %d\n", dir); |
2011 | return 0; |
2029 | return 0; |
2012 | } |
2030 | } |
2013 | |
2031 | |
… | |
… | |
2150 | void |
2168 | void |
2151 | do_some_living (object *op) |
2169 | do_some_living (object *op) |
2152 | { |
2170 | { |
2153 | int last_food = op->stats.food; |
2171 | int last_food = op->stats.food; |
2154 | int gen_hp, gen_sp, gen_grace; |
2172 | int gen_hp, gen_sp, gen_grace; |
2155 | int over_hp, over_sp, over_grace; |
|
|
2156 | int i; |
2173 | int i; |
2157 | int rate_hp = 1200; |
2174 | int rate_hp = 1200; |
2158 | int rate_sp = 2500; |
2175 | int rate_sp = 2500; |
2159 | int rate_grace = 2000; |
2176 | int rate_grace = 2000; |
2160 | const int max_hp = 1; |
2177 | const int max_hp = 1; |
… | |
… | |
2166 | op->invisible = 1000; |
2183 | op->invisible = 1000; |
2167 | /* the socket code flashes the player visible/invisible |
2184 | /* the socket code flashes the player visible/invisible |
2168 | * depending on the value of invisible, so we need to |
2185 | * depending on the value of invisible, so we need to |
2169 | * alternate it here for it to work correctly. |
2186 | * alternate it here for it to work correctly. |
2170 | */ |
2187 | */ |
2171 | if (pticks & 2) |
2188 | if (server_tick & 2) |
2172 | op->invisible--; |
2189 | op->invisible--; |
2173 | } |
2190 | } |
2174 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2191 | else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) |
2175 | { |
2192 | { |
2176 | if (!op->invisible--) |
2193 | if (!op->invisible--) |
… | |
… | |
2213 | if (--op->last_grace < 0) |
2230 | if (--op->last_grace < 0) |
2214 | { |
2231 | { |
2215 | if (op->stats.grace < op->stats.maxgrace / 2) |
2232 | if (op->stats.grace < op->stats.maxgrace / 2) |
2216 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2233 | op->stats.grace++; /* no penalty in food for regaining grace */ |
2217 | |
2234 | |
|
|
2235 | int temp = gen_grace < 20 ? 30 : gen_grace + 10; |
|
|
2236 | |
2218 | if (max_grace > 1) |
2237 | if (max_grace > 1) |
2219 | { |
2238 | { |
2220 | over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; |
2239 | int over_grace = temp / rate_grace; |
|
|
2240 | |
2221 | if (over_grace > 0) |
2241 | if (over_grace > 0) |
2222 | { |
2242 | { |
2223 | op->stats.sp += over_grace |
2243 | op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0; |
2224 | + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0; |
|
|
2225 | op->last_grace = 0; |
2244 | op->last_grace = 0; |
2226 | } |
2245 | } |
2227 | else |
2246 | else |
2228 | { |
2247 | op->last_grace = rate_grace / temp; |
2229 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
|
|
2230 | } |
|
|
2231 | } |
2248 | } |
2232 | else |
2249 | else |
2233 | { |
2250 | op->last_grace = rate_grace / temp; |
2234 | op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); |
2251 | |
2235 | } |
|
|
2236 | /* wearing stuff doesn't detract from grace generation. */ |
2252 | /* wearing stuff doesn't detract from grace generation. */ |
2237 | } |
2253 | } |
2238 | |
2254 | |
2239 | if (op->stats.food > 0) |
2255 | if (op->stats.food > 0) |
2240 | { |
2256 | { |
… | |
… | |
2259 | } |
2275 | } |
2260 | } |
2276 | } |
2261 | |
2277 | |
2262 | if (max_sp > 1) |
2278 | if (max_sp > 1) |
2263 | { |
2279 | { |
2264 | over_sp = (gen_sp + 10) / rate_sp; |
2280 | int over_sp = (gen_sp + 10) / rate_sp; |
2265 | if (over_sp > 0) |
2281 | if (over_sp > 0) |
2266 | { |
2282 | { |
2267 | if (op->stats.sp < op->stats.maxsp) |
2283 | if (op->stats.sp < op->stats.maxsp) |
2268 | { |
2284 | { |
2269 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
2285 | op->stats.sp += over_sp > max_sp ? max_sp : over_sp; |
… | |
… | |
2301 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2317 | else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) |
2302 | op->stats.food = last_food; |
2318 | op->stats.food = last_food; |
2303 | } |
2319 | } |
2304 | } |
2320 | } |
2305 | |
2321 | |
|
|
2322 | int temp = gen_hp < 20 ? 30 : gen_hp + 10; |
|
|
2323 | |
2306 | if (max_hp > 1) |
2324 | if (max_hp > 1) |
2307 | { |
2325 | { |
2308 | over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; |
2326 | int over_hp = temp / rate_hp; |
2309 | |
2327 | |
2310 | if (over_hp > 0) |
2328 | if (over_hp > 0) |
2311 | { |
2329 | { |
2312 | op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; |
2330 | op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0; |
2313 | op->last_heal = 0; |
2331 | op->last_heal = 0; |
2314 | } |
2332 | } |
2315 | else |
2333 | else |
2316 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2334 | op->last_heal = rate_hp / temp; |
2317 | } |
2335 | } |
2318 | else |
2336 | else |
2319 | op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); |
2337 | op->last_heal = rate_hp / temp; |
2320 | } |
2338 | } |
2321 | } |
2339 | } |
2322 | |
2340 | |
2323 | /* Digestion */ |
2341 | /* Digestion */ |
2324 | if (--op->last_eat < 0) |
2342 | if (--op->last_eat < 0) |
… | |
… | |
2664 | if (will_kill_again) |
2682 | if (will_kill_again) |
2665 | { |
2683 | { |
2666 | object *force; |
2684 | object *force; |
2667 | int at; |
2685 | int at; |
2668 | |
2686 | |
2669 | force = get_archetype (FORCE_NAME); |
2687 | force = archetype::get (FORCE_NAME); |
2670 | /* 50 ticks should be enough time for the spell to abate */ |
2688 | /* 50 ticks should be enough time for the spell to abate */ |
2671 | force->speed = 0.1f; |
|
|
2672 | force->speed_left = -5.f; |
2689 | force->speed_left = -5.f; |
|
|
2690 | force->set_speed (0.1f); |
2673 | force->set_flag (FLAG_APPLIED); |
2691 | force->set_flag (FLAG_APPLIED); |
|
|
2692 | |
2674 | for (at = 0; at < NROFATTACKS; at++) |
2693 | for (at = 0; at < NROFATTACKS; at++) |
2675 | if (will_kill_again & (1 << at)) |
2694 | if (will_kill_again & (1 << at)) |
2676 | force->resist[at] = 100; |
2695 | force->resist[at] = 100; |
2677 | |
2696 | |
2678 | insert_ob_in_ob (force, op); |
2697 | insert_ob_in_ob (force, op); |