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Comparing deliantra/server/common/living.C (file contents):
Revision 1.46 by root, Tue May 1 05:48:19 2007 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
233const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 233};
236 234
237/* 235/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274void 239void
275change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
276{ 241{
277 if (value == 0) 242 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 243}
328 244
329/* 245/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 247 * 1-30 stat limit.
332 */ 248 */
333
334void 249void
335check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
336{ 251{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
341 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 256 }
344} 257}
345 258
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 260
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 271 * the object.
359 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 273 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 279 * that gives them that ability.
367 */ 280 */
368int 281int
369change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
370{ 283{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 289 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 294 if (op->type == PLAYER)
382 { 295 {
383 if (tmp->type == POTION) 296 if (tmp->type == POTION)
384 { 297 {
385 potion_max = 1; 298 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 299 for (int j = 0; j < NUM_STATS; j++)
387 { 300 {
388 int nstat, ostat; 301 int ostat = op->contr->orig_stats.stat (j);
389 302 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 303
393 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 305 int nstat = flag * i + ostat;
395 306
396 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
399 * to allow for that. 310 * to allow for that.
400 */ 311 */
401 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 313 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 315 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 316
408 if (nstat != ostat) 317 if (nstat != ostat)
409 { 318 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 319 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 320 potion_max = 0;
412 } 321 }
413 else if (i) 322 else if (i)
414 { 323 {
415 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
419 328
420 /* This section of code ups the characters normal stats also. I am not 329 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 330 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 331 * recalculates this anyway.
423 */ 332 */
424 for (j = 0; j < NUM_STATS; j++) 333 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 335
427 check_stat_bounds (&(op->stats)); 336 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 337 } /* end of potion handling code */
429 } 338 }
430 339
431 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 341 * everything to set
433 */ 342 */
434 if (flag == -1) 343 if (flag == -1)
435 { 344 {
436 op->attacktype &= ~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 350 * and not the other move_ fields.
442 */ 351 */
443 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
444 } 353 }
445 354
446 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
449 */ 358 */
450 op->update_stats (); 359 op->update_stats ();
451 360
452 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 362 * print out message if this is a bow.
454 */ 363 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 365 {
457 success = 1; 366 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 406 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 407 {
499 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 409 * in that case, you don't actually land
501 */ 410 */
502 DIFF_MSG (flag, "You soar into the air air!.", 411 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 413 }
414
505 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 417
508 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 419 check_move_on (op, op);
510 } 420 }
511 421
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 423 * originally undead may change their status
514 */ 424 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 427 {
518 success = 1; 428 success = 1;
519 if (flag > 0) 429 if (flag > 0)
520 { 430 {
521 op->race = "undead"; 431 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 433 }
524 else 434 else
525 { 435 {
526 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 438 }
529 } 439 }
530 440
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 547 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 549 }
640 550
641 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
643 { 553 {
644 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
646 556
647 if (op->resist[i] != refop.resist[i]) 557 if (op->resist[i] != refop.resist[i])
656 } 566 }
657 } 567 }
658 568
659 if (!potion_max) 569 if (!potion_max)
660 { 570 {
661 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
662 { 572 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 573 if (int i = tmp->stats.stat (j))
664 { 574 {
665 success = 1; 575 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 577 }
668 } 578 }
673 583
674/* 584/*
675 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 587 */
678
679void 588void
680object::drain_stat () 589object::drain_stat ()
681{ 590{
682 drain_specific_stat (rndm (NUM_STATS)); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 682 */
774void 683void
775object::remove_statbonus () 684object::remove_statbonus ()
776{ 685{
777 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 687 {
779 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 691 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 692}
793 693
794/* 694/*
795 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 696 */
797void 697void
798object::add_statbonus () 698object::add_statbonus ()
799{ 699{
800 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 701 {
802 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 705 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
816 747
817/* 748/*
818 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
826 */ 757 */
827void 758void
828object::update_stats () 759object::update_stats ()
829{ 760{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
837 768
838 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 770 if (type == PLAYER)
840 { 771 {
841 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
843 774
844 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 776 contr->encumbrance = 0;
846 777
847 attacktype = 0; 778 attacktype = 0;
852 contr->gen_grace = 0; 783 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 785 contr->item_power = 0;
855 } 786 }
856 787
857 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
858 790
859 slaying = 0; 791 slaying = 0;
860 792
861 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
862 { 794 {
866 798
867 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
868 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
869 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
870 802
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
875 807
876 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
877 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
878 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
879 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
880 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
881 813
882 chosen_skill = 0; 814 chosen_skill = 0;
883 815
884 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
885 * archetype clone 817 * archetype clone
886 */ 818 */
887 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
888 820
889 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
890 { 822 {
891 if (resist[i] > 0) 823 if (resist[i] > 0)
892 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
893 else 825 else
894 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
895 827
896 potion_resist[i] = 0; 828 potion_resist[i] = 0;
897 } 829 }
898 830
899 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
900 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
901 833
902 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
903 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
904 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
905 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
906 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
907 * that their protection from physical goes down 839 * that their protection from physical goes down
908 */ 840 */
909 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
910 { 842 {
911 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
912 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
913 } 845 }
914 else 846 else
915 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
916 848
917 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
918 speed = arch->clone.speed; 850 speed = arch->speed;
919 851
920 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
921 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
922 */ 854 */
923 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
924 { 856 {
925 /* See note in map.c:update_position about making this additive
926 * since light sources are never applied, need to put check here.
927 */
928 if (tmp->glow_radius > glow_radius)
929 glow_radius = tmp->glow_radius;
930
931 /* This happens because apply_potion calls change_abil with the potion 857 /* This happens because apply_potion calls change_abil with the potion
932 * applied so we can tell the player what changed. But change_abil 858 * applied so we can tell the player what changed. But change_abil
933 * then calls this function. 859 * then calls this function.
934 */ 860 */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
936 continue; 862 continue;
863
864 /* See note in map.c:update_position about making this additive
865 * since light sources are never applied, need to put check here.
866 */
867 if (tmp->glow_radius > glow_radius)
868 glow_radius = tmp->glow_radius;
937 869
938 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
939 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
940 { 872 {
941 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
963 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
964 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
965 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
966 * up, etc. 898 * up, etc.
967 */ 899 */
968 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 900 if ((tmp->flag [FLAG_APPLIED]
969 && tmp->type != CONTAINER 901 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON) 902 && tmp->type != CLOSE_CON)
971 || (tmp->type == SKILL 903 || (tmp->type == SKILL
972 && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
973 { 905 {
974 if (type == PLAYER) 906 if (type == PLAYER)
975 { 907 {
976 if ((tmp->type == WEAPON || tmp->type == BOW) 908 contr->item_power += tmp->item_power;
909
910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
977 && tmp != current_weapon) 911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
978 continue; 915 continue;
979 916
980 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
982 919
983 /* these are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
984 * spell point recovery and mana point recovery. Seems sort of an arbitary
985 * list, but other items store other info into stats array.
986 */
987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
989 (tmp->type == SHIELD) || (tmp->type == RING) ||
990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
993 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
994 (tmp->type == SKILL))
995 { 921 {
996 contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
997 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
998 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
999 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
1000 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
1001 contr->item_power += tmp->item_power;
1002 } 927 }
1003 } /* if this is a player */ 928 } /* if this is a player */
1004 else 929 else
1005 { 930 {
1006 if (tmp->type == WEAPON) 931 if (tmp->type == WEAPON)
1007 current_weapon = tmp; 932 current_weapon = tmp;
1008 } 933 }
1009 934
1010 /* Update slots used for items */ 935 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 938 slot[i].used += tmp->slot[i].info;
1014 939
1015 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.f;
1018
1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
1021 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1022 943
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated exactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 948 */
1028 if (tmp->type != POTION) 949 if (tmp->type != POTION)
1029 { 950 {
1030 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
1031 { 952 {
1032 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialised to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 955 */
1035 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
1036 { 957 {
1037 if (potion_resist[i]) 958 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1039 else 960 else
1040 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
1041 } 962 }
1042 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 967 }
1047 } 968 }
1048 969
1049 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 { 972 {
1053 attacktype |= tmp->attacktype; 973 attacktype |= tmp->attacktype;
1054 path_attuned |= tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type; 977 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
1059 } 979 }
1060 980
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 981 flag |= tmp->flag & copy_flags;
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 982
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
1071 985
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 987 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
1098#endif 1012#endif
1099 1013
1100 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1102 case SKILL: 1016 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1104 break; 1019 break;
1105 1020
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (chosen_skill) 1021 if (chosen_skill)
1022 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1111 1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1029 }
1030 else
1112 chosen_skill = tmp; 1031 chosen_skill = tmp;
1113 1032
1114 if (tmp->stats.dam > 0) 1033 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1034 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = WEAPON_SPEED (tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1118 1037
1119 if (weapon_speed < 0) 1038 if (weapon_speed < 0)
1120 weapon_speed = 0; 1039 weapon_speed = 0;
1121 1040
1122 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1123 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1124 1043
1125 if (tmp->magic) 1044 if (tmp->magic)
1126 stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1127 } 1046 }
1128 1047
1129 if (tmp->stats.wc) 1048 if (tmp->stats.wc)
1130 wc -= tmp->stats.wc + tmp->magic; 1049 wc -= tmp->stats.wc + tmp->magic;
1131 1050
1132 if (tmp->slaying) 1051 if (tmp->slaying)
1133 slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1134 1053
1135 if (tmp->stats.ac) 1054 if (tmp->stats.ac)
1136 ac -= tmp->stats.ac + tmp->magic; 1055 ac -= tmp->stats.ac + tmp->magic;
1137 1056
1138 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1139 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1140
1141 break; 1059 }
1142 1060
1143 case SKILL_TOOL:
1144 if (chosen_skill)
1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1146
1147 chosen_skill = tmp;
1148 break; 1061 break;
1149 1062
1150 case SHIELD: 1063 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1230 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1231 1144
1232 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1233 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1234 1147
1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1148 if (ARMOUR_SPEED (tmp))
1236 max = ARMOUR_SPEED (tmp) / 10.f; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1237 1150
1238 break; 1151 break;
1239 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1240 } /* item is equipped */ 1153 } /* item is equipped */
1241 } /* for loop of items */ 1154 } /* for loop of items */
1248 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1249 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1250 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1251 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1252 */ 1165 */
1253 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1254 { 1167 {
1255 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1256 1169
1257 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1258 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1259 } 1172 }
1260 1173
1261 /* Figure out the players sp/mana/hp totals. */
1262 if (type == PLAYER) 1174 if (type == PLAYER)
1263 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1264 int pl_level; 1183 int pl_level;
1265 1184
1266 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1267 pl_level = level; 1186 pl_level = level;
1268 1187
1270 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1271 1190
1272 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1273 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1274 */ 1193 */
1275 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1276 { 1196 {
1277 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1278 1198
1279 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1280 {
1281 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1282 j++; 1201 j++;
1283 else 1202 else
1284 j--; 1203 j--;
1285 }
1286 1204
1287 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1288 } 1206 }
1289 1207
1290 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1291 stats.maxhp += 2;
1292 1209
1293 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1294 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1295 1212
1296 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1309 1226
1310 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1311 stats.maxsp = 1; 1228 stats.maxsp = 1;
1312 else 1229 else
1313 { 1230 {
1314 sp_tmp = 0.f; 1231 float sp_tmp = 0.f;
1315 1232
1316 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1317 { 1234 {
1318 float stmp; 1235 float stmp;
1319 1236
1320 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1321 if (i < 2) 1238 if (i < 2)
1322 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;
1323 else 1240 else
1324 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;
1325 1242
1326 if (stmp < 1.f)
1327 stmp = 1.f;
1328
1329 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1330 } 1244 }
1331 1245
1332 stats.maxsp = (sint16)sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1333
1334 for (i = 11; i <= mana_obj->level; i++)
1335 stats.maxsp += 2;
1336 } 1247 }
1248
1337 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1338 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1339 stats.sp = stats.maxsp * 2;
1340 1251
1341 /* 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 */
1342 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1343 grace_obj = this; 1254 grace_obj = this;
1344 1255
1349 /* 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
1350 * 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
1351 * 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
1352 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1353 */ 1264 */
1354 sp_tmp = 0.f; 1265 float sp_tmp = 0.f;
1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1356 { 1268 {
1357 float grace_tmp = 0.f; 1269 float grace_tmp = 0.f;
1358 1270
1359 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1360 if (i < 2) 1272 if (i < 2)
1361 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;
1362 else 1274 else
1363 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;
1364 1276
1365 if (grace_tmp < 1.f)
1366 grace_tmp = 1.f;
1367
1368 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1369 } 1278 }
1370 1279
1371 stats.maxgrace = (sint16)sp_tmp;
1372
1373 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1374 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1375 stats.maxgrace += 2;
1376 } 1282 }
1283
1377 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1378 1285
1379 if (contr->braced) 1286 if (contr->braced)
1380 { 1287 {
1381 ac += 2; 1288 ac += 2;
1393 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1394 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1395 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1396 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1397 */ 1304 */
1305 object *wc_obj = chosen_skill;
1398 1306
1399 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1400 { 1308 {
1401 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402 1310
1403 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1404 { 1312 {
1405 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1406 if (!(i % 6)) 1314 if (!(i % 6))
1407 wc--; 1315 wc--;
1408 1316
1409 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1411 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1412 } 1320 }
1413 } 1321 }
1414 else 1322 else
1423 1331
1424 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1425 speed -= 1; 1333 speed -= 1;
1426 1334
1427 if (attacktype == 0) 1335 if (attacktype == 0)
1428 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1429
1430 } /* End if player */ 1337 } /* End if player */
1431 1338
1432 if (added_speed >= 0) 1339 if (added_speed >= 0)
1433 speed += added_speed / 10.f; 1340 speed += added_speed / 10.f;
1434 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1435 speed /= 1.f - added_speed; 1342 speed /= 1.f - added_speed;
1436 1343
1437 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1438 if (speed > max) 1345 speed = min (speed, max_speed);
1439 speed = max;
1440 1346
1441 if (type == PLAYER) 1347 if (type == PLAYER)
1442 { 1348 {
1443 /* 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)
1444 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1445 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1446 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1447 */ 1353 */
1448 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1449 if (f > 0) 1355 if (f > 0.f)
1450 speed = speed / (1.f + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1451 } 1357 }
1452 1358
1453 speed += bonus_speed / 10.f; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1454 1361
1455 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1457 */ 1364 */
1458 speed = speed * speed_reduce_from_disease;
1459
1460 if (speed < 0.01f && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1461 speed = 0.01f; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1462 1370
1463 if (type == PLAYER) 1371 if (type == PLAYER)
1464 { 1372 {
1465 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1466 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1468 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1469 */ 1377 */
1470 float M = (max_carry[stats.Str] - 121) / 121.f; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1471 float M2 = max_carry[stats.Str] / 100.f; 1379 float M2 = max_carry[stats.Str] / 100.f;
1472 float W = weapon_weight / 20000.f; 1380 float W = weapon_weight / 20000.f;
1473 float s = 2 - weapon_speed / 10.f; 1381 float s = (20 - weapon_speed) / 10.f;
1474 float D = (stats.Dex - 14) / 14.f; 1382 float D = (stats.Dex - 14) / 14.f;
1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476 1384
1477 K *= (4 + level) *1.2f / (6 + level); 1385 K *= (4 + level) * 1.2f / (6 + level);
1478 1386
1479 if (K <= 0.f) 1387 if (K <= 0.01f)
1480 K = 0.01f; 1388 K = 0.01f;
1481 1389
1482 float S = speed / (K * s); 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1483
1484 contr->weapon_sp = S;
1485 } 1391 }
1486 1392
1487 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1489 stats.dam = arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1490 1396
1491 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1492 * should be more than enough - remember, AC is also in 8 bits, 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1493 * so its value is the same.
1494 */
1495 if (wc > 120)
1496 wc = 120;
1497 else if (wc < -120)
1498 wc = -120;
1499
1500 stats.wc = wc;
1501
1502 if (ac > 120)
1503 ac = 120;
1504 else if (ac < -120)
1505 ac = -120;
1506
1507 stats.ac = ac;
1508 1399
1509 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1510 * give them walking as a default. 1401 * give them walking as a default.
1511 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1512 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1515 if (move_type == 0) 1406 if (move_type == 0)
1516 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1517 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1518 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1519 1410
1520 if (speed != old_speed)
1521 set_speed (speed);
1522
1523 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1524 * so we will check that now. 1412 * so we will check that now.
1525 */ 1413 */
1526 if (type == PLAYER) 1414 if (type == PLAYER)
1527 { 1415 {
1587 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1588 or else at random */ 1476 or else at random */
1589 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1590 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1591 1479
1592 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1593 1481
1594 /* now set the new title */ 1482 /* now set the new title */
1595 if (pl->contr != NULL) 1483 if (pl->contr)
1596 { 1484 {
1597 if (level == 0) 1485 if (level == 0)
1598 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1599 else if (level == 1) 1487 else if (level == 1)
1600 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1629 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1630 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1631 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1632 1520
1633 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1637 for (tmp = who->inv; tmp; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1638 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1639 if (tmp->arch->name == dragon_ability_force) 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1640 abil = tmp; 1525 abil = tmp;
1641 else if (tmp->arch->name == dragon_skin_force) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1642 skin = tmp; 1527 skin = tmp;
1643 1528
1644 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1645 if (abil == NULL) 1530 if (abil == NULL)
1646 return; 1531 return;
1692 if (!skill_obj) 1577 if (!skill_obj)
1693 { 1578 {
1694 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1695 return NULL; 1580 return NULL;
1696 } 1581 }
1582
1697 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1698 * still doesn't know it. 1584 * still doesn't know it.
1699 */ 1585 */
1700 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1701 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1702 skill_obj->level = 1; 1588 skill_obj->level = 1;
1703 insert_ob_in_ob (skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1704 1590
1705 if (op->contr) 1591 if (player *pl = op->contr)
1706 { 1592 {
1707 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1708 if (op->contr->ns) 1594 if (pl->ns)
1709 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1710 } 1596 }
1711 1597
1712 return skill_obj; 1598 return skill_obj;
1713} 1599}
1714
1715 1600
1716/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1717 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1718 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1719 * don't really gain levels 1604 * don't really gain levels
1722 */ 1607 */
1723void 1608void
1724player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1725{ 1610{
1726 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1727 1613
1728 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1729 op = who; 1615 op = who;
1730 1616
1731 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1732 { 1618 {
1619 changed = true;
1620
1733 op->level++; 1621 op->level++;
1734 1622
1735 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1736 dragon_level_gain (who); 1624 dragon_level_gain (who);
1737 1625
1738 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1739 if (op == who && (who->level < 11) && who->type == PLAYER) 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1740 { 1628 {
1741 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1742 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1743 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1744 } 1632 }
1745 1633
1746 who->update_stats ();
1747 if (op->level > 1) 1634 if (op->level > 1)
1748 { 1635 {
1749 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1750 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1751 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1752 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1646
1753 if (who) 1647 if (who)
1754 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1755 } 1649 }
1756 player_lvl_adj (who, op); /* To increase more levels */
1757 } 1650 }
1651
1758 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1759 { 1653 {
1654 changed = true;
1655
1760 op->level--; 1656 op->level--;
1761 who->update_stats (); 1657
1762 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1763 { 1659 {
1764 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1765 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1766 } 1662 }
1767 player_lvl_adj (who, op); /* To decrease more levels */ 1663 }
1664
1665 if (changed)
1768 } 1666 {
1769 1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1770 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1771 esrv_update_stats (who->contr);
1772 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1773} 1672}
1774 1673
1775/* 1674/*
1776 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1777 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
2082 player_lvl_adj (op, tmp); 1981 player_lvl_adj (op, tmp);
2083 } 1982 }
2084 1983
2085 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2086 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986
2087 if (level_loss < 0) 1987 if (level_loss < 0)
2088 level_loss = 0; 1988 level_loss = 0;
2089 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2090 1990
2091 op->stats.exp -= loss; 1991 op->stats.exp -= loss;

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