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Comparing deliantra/server/common/living.C (file contents):
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.86 by root, Tue May 6 16:32:34 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 */
242change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
243{ 241{
244 stats->stat (attr) += value; 242 stats->stat (attr) += value;
245} 243}
246 244
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283}
284
285/* 245/*
286 * 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
287 * 1-30 stat limit. 247 * 1-30 stat limit.
288 */ 248 */
289void 249void
319 * that gives them that ability. 279 * that gives them that ability.
320 */ 280 */
321int 281int
322change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
323{ 283{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
325 char message[MAX_BUF]; 286 char message[MAX_BUF];
326 int potion_max = 0; 287 int potion_max = 0;
327 288
328 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
331 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 295
334 if (op->type == PLAYER) 296 if (op->type == PLAYER)
335 { 297 {
336 if (tmp->type == POTION) 298 if (tmp->type == POTION)
337 { 299 {
338 potion_max = 1; 300 potion_max = 1;
301
339 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
340 { 303 {
341 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
342 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
343 306
344 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
345 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
346 309
347 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
348 * potions do so right now, there is the potential for potions
349 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
350 * to allow for that. 312 * to allow for that.
351 */ 313 */
352 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
353 nstat = 1; 315 nstat = 1;
354 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
355 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
356 318
357 if (nstat != ostat) 319 if (nstat != ostat)
358 { 320 {
359 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0; 322 potion_max = 0;
405 { 367 {
406 success = 1; 368 success = 1;
407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
408 } 370 }
409 371
410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
411 { 373 {
412 success = 1; 374 success = 1;
413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
414 } 376 }
415 377
416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
417 { 379 {
418 success = 1; 380 success = 1;
419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
420 } 382 }
421 383
422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
423 { 385 {
424 success = 1; 386 success = 1;
425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
426 } 388 }
427 389
429 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
430 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
431 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
432 * from fly high) 394 * from fly high)
433 */ 395 */
434 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
435 { 397 {
436 success = 1; 398 success = 1;
437 399
438 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
439 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
440 */ 402 */
441 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
442 { 404 {
443 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
444 } 406 }
445 407
446 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
447 { 409 {
448 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
460 } 422 }
461 423
462 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
463 * originally undead may change their status 425 * originally undead may change their status
464 */ 426 */
465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
467 { 429 {
468 success = 1; 430 success = 1;
469 if (flag > 0) 431 if (flag > 0)
470 { 432 {
471 op->race = "undead"; 433 op->race = "undead";
472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 } 435 }
474 else 436 else
475 { 437 {
476 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 } 440 }
479 } 441 }
480 442
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
482 { 444 {
483 success = 1; 445 success = 1;
484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 } 447 }
486 448
487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
488 { 450 {
489 success = 1; 451 success = 1;
490 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 } 453 }
492 454
493 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
494 * vision 456 * vision
495 */ 457 */
496 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
497 { 459 {
498 success = 1; 460 success = 1;
499 if (flag > 0) 461 if (flag > 0)
500 { 462 {
501 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
502 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
503 else 465 else
504 { 466 {
505 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
508 op->contr->do_los = 1; 470 op->contr->do_los = 1;
509 } 471 }
510 } 472 }
511 else 473 else
512 { 474 {
513 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
514 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
515 else 477 else
516 { 478 {
517 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
518 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
520 op->contr->do_los = 1; 482 op->contr->do_los = 1;
521 } 483 }
522 } 484 }
523 } 485 }
524 486
525 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
526 { 488 {
527 success = 1; 489 success = 1;
528 if (op->type == PLAYER) 490 if (op->type == PLAYER)
529 op->contr->do_los = 1; 491 op->contr->do_los = 1;
530 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
531 } 493 }
532 494
533 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
534 { 496 {
535 success = 1; 497 success = 1;
536 if (flag > 0) 498 if (flag > 0)
537 { 499 {
538 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
539 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
540 else 502 else
541 { 503 {
542 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
543 if (op->type == PLAYER) 505 if (op->type == PLAYER)
544 op->contr->do_los = 1; 506 op->contr->do_los = 1;
545 } 507 }
546 } 508 }
547 else 509 else
548 { 510 {
549 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
550 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
551 else 513 else
552 { 514 {
553 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
554 if (op->type == PLAYER) 516 if (op->type == PLAYER)
592 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
593 { 555 {
594 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
595 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
596 558
597 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
598 { 560 {
599 success = 1; 561 success = 1;
562
600 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
601 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
602 else 565 else
603 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
604 567
605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 } 569 }
607 } 570 }
608 571
609 if (!potion_max) 572 if (!potion_max)
610 {
611 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
612 {
613 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
614 { 575 {
615 success = 1; 576 success = 1;
616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
617 } 578 }
618 }
619 }
620 579
621 return success; 580 return success;
622} 581}
623 582
624/* 583/*
723void 682void
724object::remove_statbonus () 683object::remove_statbonus ()
725{ 684{
726 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
727 { 686 {
728 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
729 stats.stat (i) -= v; 688 stats.stat (i) -= v;
730 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
731 } 690 }
732} 691}
733 692
737void 696void
738object::add_statbonus () 697object::add_statbonus ()
739{ 698{
740 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
741 { 700 {
742 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
743 stats.stat (i) += v; 702 stats.stat (i) += v;
744 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
745 } 704 }
746} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
747 746
748/* 747/*
749 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
756 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
757 */ 756 */
758void 757void
759object::update_stats () 758object::update_stats ()
760{ 759{
761 int i, j;
762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
768 767
769 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 769 if (type == PLAYER)
771 { 770 {
772 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
773 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
774 773
775 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 775 contr->encumbrance = 0;
777 776
778 attacktype = 0; 777 attacktype = 0;
798 797
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
802 801
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
807 806
808 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
809 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
810 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
811 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
812 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
813 812
814 chosen_skill = 0; 813 chosen_skill = 0;
815 814
816 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
817 * archetype clone 816 * archetype clone
818 */ 817 */
819 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
820 819
821 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
822 { 821 {
823 if (resist[i] > 0) 822 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
825 else 824 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
827 826
828 potion_resist[i] = 0; 827 potion_resist[i] = 0;
829 } 828 }
830 829
831 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
832 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
833 832
834 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 838 * that their protection from physical goes down
840 */ 839 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
842 { 841 {
843 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 844 }
846 else 845 else
847 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
848 847
849 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
850 speed = arch->clone.speed; 849 speed = arch->speed;
851 850
852 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
854 */ 853 */
855 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
856 { 855 {
857 /* See note in map.c:update_position about making this additive
858 * since light sources are never applied, need to put check here.
859 */
860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
862
863 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil 857 * applied so we can tell the player what changed. But change_abil
865 * then calls this function. 858 * then calls this function.
866 */ 859 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
868 continue; 861 continue;
869 862
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius);
867
870 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
872 { 870 {
873 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
874 if (IS_MANA_SKILL (tmp->subtype)) 872 if (IS_MANA_SKILL (tmp->subtype))
886 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 885 grace_obj = tmp;
888 } 886 }
889 } 887 }
890 888
891 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 890 * objects need to make adjustments.
893 * This block should handle all player specific changes 891 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
903 || (tmp->type == SKILL 901 || (tmp->type == SKILL
904 && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
905 { 903 {
906 if (type == PLAYER) 904 if (type == PLAYER)
907 { 905 {
906 contr->item_power += tmp->item_power;
907
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
910 continue; 913 continue;
911 914
912 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
914 917
915 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
916 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array.
918 */
919 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING ||
922 tmp->type == BOOTS || tmp->type == GLOVES ||
923 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
927 { 919 {
928 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
929 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
930 contr->gen_sp += tmp->stats.sp; 922 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace; 923 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour; 924 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 } 925 }
935 } /* if this is a player */ 926 } /* if this is a player */
936 else 927 else
937 { 928 {
938 if (tmp->type == WEAPON) 929 if (tmp->type == WEAPON)
939 current_weapon = tmp; 930 current_weapon = tmp;
940 } 931 }
941 932
942 /* Update slots used for items */ 933 /* Update slots used for items */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
944 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
945 slot[i].used += tmp->slot[i].info; 936 slot[i].used += tmp->slot[i].info;
946 937
947 if (tmp->type == SYMPTOM) 938 if (tmp->type == SYMPTOM)
948 {
949 speed_reduce_from_disease = tmp->last_sp / 100.f;
950
951 if (speed_reduce_from_disease == 0)
952 speed_reduce_from_disease = 1; 939 speed_reduce_from_disease =
953 } 940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
954 941
955 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
956 * (Negative protections are calculated exactly like positive.) 943 * (Negative protections are calculated exactly like positive.)
957 * Resistance from potions are treated special as well. If there's 944 * Resistance from potions are treated special as well. If there's
958 * more than one potion-effect, the bigger prot.-value is taken. 945 * more than one potion-effect, the bigger prot.-value is taken.
959 */ 946 */
960 if (tmp->type != POTION) 947 if (tmp->type != POTION)
961 { 948 {
962 for (i = 0; i < NROFATTACKS; i++) 949 for (int i = 0; i < NROFATTACKS; i++)
963 { 950 {
964 /* Potential for cursed potions, in which case we just can use 951 /* Potential for cursed potions, in which case we just can use
965 * a straight MAX, as potion_resist is initialised to zero. 952 * a straight MAX, as potion_resist is initialised to zero.
966 */ 953 */
967 if (tmp->type == POTION_EFFECT) 954 if (tmp->type == POTION_EFFECT)
968 { 955 {
969 if (potion_resist[i]) 956 if (potion_resist[i])
970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
971 else 958 else
972 potion_resist[i] = tmp->resist[i]; 959 potion_resist[i] = tmp->resist[i];
973 } 960 }
974 else if (tmp->resist[i] > 0) 961 else if (tmp->resist[i] > 0)
975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
978 } 965 }
979 } 966 }
980 967
981 /* There may be other things that should not adjust the attacktype */ 968 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 969 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 970 {
985 attacktype |= tmp->attacktype; 971 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 972 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 973 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 974 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type; 975 move_type |= tmp->move_type;
990 stats.luck += tmp->stats.luck; 976 stats.luck += tmp->stats.luck;
991 } 977 }
992 978
993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 979 flag |= tmp->flag & copy_flags;
994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000 980
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1002 SET_FLAG (this, FLAG_UNDEAD); 982 SET_FLAG (this, FLAG_UNDEAD);
1003 983
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1005 { 985 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS); 986 SET_FLAG (this, FLAG_MAKE_INVIS);
1030#endif 1010#endif
1031 1011
1032 /* skills modifying the character -b.t. */ 1012 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */ 1013 /* for all skills and skill granting objects */
1034 case SKILL: 1014 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1015 {
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1036 break; 1017 break;
1037 1018
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill) 1019 if (chosen_skill)
1020 {
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1021 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 &name, &chosen_skill->name, &tmp->name);
1043 1023
1024 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats ();
1026 return;
1027 }
1028 else
1044 chosen_skill = tmp; 1029 chosen_skill = tmp;
1045 1030
1046 if (tmp->stats.dam > 0) 1031 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 1032 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1049 weapon_speed = WEAPON_SPEED (tmp); 1034 weapon_speed = WEAPON_SPEED (tmp);
1050 1035
1051 if (weapon_speed < 0) 1036 if (weapon_speed < 0)
1052 weapon_speed = 0; 1037 weapon_speed = 0;
1053 1038
1054 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1056 1041
1057 if (tmp->magic) 1042 if (tmp->magic)
1058 stats.dam += tmp->magic; 1043 stats.dam += tmp->magic;
1059 } 1044 }
1060 1045
1061 if (tmp->stats.wc) 1046 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic; 1047 wc -= tmp->stats.wc + tmp->magic;
1063 1048
1064 if (tmp->slaying) 1049 if (tmp->slaying)
1065 slaying = tmp->slaying; 1050 slaying = tmp->slaying;
1066 1051
1067 if (tmp->stats.ac) 1052 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 1053 ac -= tmp->stats.ac + tmp->magic;
1069 1054
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1055 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1056 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1072
1073 break; 1057 }
1074 1058
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break; 1059 break;
1081 1060
1082 case SHIELD: 1061 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1063 contr->encumbrance += (int) tmp->weight / 2000;
1162 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= (tmp->stats.wc + tmp->magic);
1163 1142
1164 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= (tmp->stats.ac + tmp->magic);
1166 1145
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1146 if (ARMOUR_SPEED (tmp))
1168 max = ARMOUR_SPEED (tmp) / 10.f; 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1169 1148
1170 break; 1149 break;
1171 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1172 } /* item is equipped */ 1151 } /* item is equipped */
1173 } /* for loop of items */ 1152 } /* for loop of items */
1180 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1181 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1182 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1183 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1184 */ 1163 */
1185 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1186 { 1165 {
1187 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1188 1167
1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1190 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1191 } 1170 }
1192 1171
1193 /* Figure out the players sp/mana/hp totals. */
1194 if (type == PLAYER) 1172 if (type == PLAYER)
1195 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1196 int pl_level; 1181 int pl_level;
1197 1182
1198 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1199 pl_level = level; 1184 pl_level = level;
1200 1185
1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1203 1188
1204 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1206 */ 1191 */
1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1208 { 1194 {
1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210 1196
1211 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1213 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1214 j++; 1199 j++;
1215 else 1200 else
1216 j--; 1201 j--;
1217 }
1218 1202
1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1220 } 1204 }
1221 1205
1222 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1223 stats.maxhp += 2;
1224 1207
1225 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1226 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1227 1210
1228 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1241 1224
1242 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1243 stats.maxsp = 1; 1226 stats.maxsp = 1;
1244 else 1227 else
1245 { 1228 {
1246 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1247 1230
1248 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1249 { 1232 {
1250 float stmp; 1233 float stmp;
1251 1234
1252 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1253 if (i < 2) 1236 if (i < 2)
1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1255 else 1238 else
1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1257 1240
1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1261 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1262 } 1242 }
1263 1243
1264 stats.maxsp = (sint16)sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1265
1266 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2;
1268 } 1245 }
1246
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1271 stats.sp = stats.maxsp * 2;
1272 1249
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1274 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this; 1252 grace_obj = this;
1276 1253
1281 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1282 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1283 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1284 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1285 */ 1262 */
1286 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1288 { 1266 {
1289 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1290 1268
1291 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1292 if (i < 2) 1270 if (i < 2)
1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1294 else 1272 else
1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1296 1274
1297 if (grace_tmp < 1.f)
1298 grace_tmp = 1.f;
1299
1300 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1301 } 1276 }
1302 1277
1303 stats.maxgrace = (sint16)sp_tmp;
1304
1305 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1306 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1307 stats.maxgrace += 2;
1308 } 1280 }
1281
1309 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1310 1283
1311 if (contr->braced) 1284 if (contr->braced)
1312 { 1285 {
1313 ac += 2; 1286 ac += 2;
1325 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1329 */ 1302 */
1303 object *wc_obj = chosen_skill;
1330 1304
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1306 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1308
1335 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1336 { 1310 {
1337 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1312 if (!(i % 6))
1339 wc--; 1313 wc--;
1340 1314
1341 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1318 }
1345 } 1319 }
1346 else 1320 else
1355 1329
1356 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1331 speed -= 1;
1358 1332
1359 if (attacktype == 0) 1333 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1361
1362 } /* End if player */ 1335 } /* End if player */
1363 1336
1364 if (added_speed >= 0) 1337 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1367 speed /= 1.f - added_speed; 1340 speed /= 1.f - added_speed;
1368 1341
1369 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1370 if (speed > max) 1343 speed = min (speed, max_speed);
1371 speed = max;
1372 1344
1373 if (type == PLAYER) 1345 if (type == PLAYER)
1374 { 1346 {
1375 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1376 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1377 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1378 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1379 */ 1351 */
1380 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1381 if (f > 0) 1353 if (f > 0.f)
1382 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1383 } 1355 }
1384 1356
1385 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1386 1359
1387 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1389 */ 1362 */
1390 speed = speed * speed_reduce_from_disease;
1391
1392 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1393 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1394 1368
1395 if (type == PLAYER) 1369 if (type == PLAYER)
1396 { 1370 {
1397 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1398 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1400 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1401 */ 1375 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1377 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1378 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1379 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1380 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1382
1409 K *= (4 + level) *1.2f / (6 + level); 1383 K *= (4 + level) * 1.2f / (6 + level);
1410 1384
1411 if (K <= 0.f) 1385 if (K <= 0.01f)
1412 K = 0.01f; 1386 K = 0.01f;
1413 1387
1414 float S = speed / (K * s); 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1389 }
1418 1390
1419 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1422 1394
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1425 * so its value is the same.
1426 */
1427 if (wc > 120)
1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1432 stats.wc = wc;
1433
1434 if (ac > 120)
1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1439 stats.ac = ac;
1440 1397
1441 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1399 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1447 if (move_type == 0) 1404 if (move_type == 0)
1448 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1451 1408
1452 if (speed != old_speed)
1453 set_speed (speed);
1454
1455 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1456 * so we will check that now. 1410 * so we will check that now.
1457 */ 1411 */
1458 if (type == PLAYER) 1412 if (type == PLAYER)
1459 { 1413 {
1519 /* now if there are equals at highest level, pick the one with focus, 1473 /* now if there are equals at highest level, pick the one with focus,
1520 or else at random */ 1474 or else at random */
1521 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1522 atnr = abil->stats.exp; 1476 atnr = abil->stats.exp;
1523 1477
1524 level = (int) (level / 5.); 1478 level = (int) (level / 25.);
1525 1479
1526 /* now set the new title */ 1480 /* now set the new title */
1527 if (pl->contr != NULL) 1481 if (pl->contr)
1528 { 1482 {
1529 if (level == 0) 1483 if (level == 0)
1530 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1531 else if (level == 1) 1485 else if (level == 1)
1532 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1561 object *skin = NULL; /* pointer to dragon skin force */ 1515 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */ 1516 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */ 1517 char buf[MAX_BUF]; /* tmp. string buffer */
1564 1518
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1519 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1569 for (tmp = who->inv; tmp; tmp = tmp->below) 1520 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE) 1521 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force) 1522 if (tmp->arch->archname == shstr_dragon_ability_force)
1572 abil = tmp; 1523 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force) 1524 else if (tmp->arch->archname == shstr_dragon_skin_force)
1574 skin = tmp; 1525 skin = tmp;
1575 1526
1576 /* if the force is missing -> bail out */ 1527 /* if the force is missing -> bail out */
1577 if (abil == NULL) 1528 if (abil == NULL)
1578 return; 1529 return;
1624 if (!skill_obj) 1575 if (!skill_obj)
1625 { 1576 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1577 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1627 return NULL; 1578 return NULL;
1628 } 1579 }
1580
1629 /* clear the flag - exp goes into this bucket, but player 1581 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1582 * still doesn't know it.
1631 */ 1583 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1585 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1586 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1587 insert_ob_in_ob (skill_obj, op);
1636 1588
1637 if (op->contr) 1589 if (player *pl = op->contr)
1638 { 1590 {
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1591 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns) 1592 if (pl->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1593 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 } 1594 }
1643 1595
1644 return skill_obj; 1596 return skill_obj;
1645} 1597}
1646
1647 1598
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1599/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1600 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1601 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1602 * don't really gain levels
1654 */ 1605 */
1655void 1606void
1656player_lvl_adj (object *who, object *op) 1607player_lvl_adj (object *who, object *op)
1657{ 1608{
1658 char buf[MAX_BUF]; 1609 char buf[MAX_BUF];
1610 bool changed = false;
1659 1611
1660 if (!op) /* when rolling stats */ 1612 if (!op) /* when rolling stats */
1661 op = who; 1613 op = who;
1662 1614
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1615 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1616 {
1617 changed = true;
1618
1665 op->level++; 1619 op->level++;
1666 1620
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1621 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1668 dragon_level_gain (who); 1622 dragon_level_gain (who);
1669 1623
1670 /* Only roll these if it is the player (who) that gained the level */ 1624 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1625 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1626 {
1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1627 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1628 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1629 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 } 1630 }
1677 1631
1678 who->update_stats ();
1679 if (op->level > 1) 1632 if (op->level > 1)
1680 { 1633 {
1681 if (op->type != PLAYER) 1634 if (op->type != PLAYER)
1635 {
1636 who->contr->play_sound (sound_find ("skill_up"));
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1638 }
1683 else 1639 else
1640 {
1641 who->contr->play_sound (sound_find ("level_up"));
1684 sprintf (buf, "You are now level %d.", op->level); 1642 sprintf (buf, "You are now level %d.", op->level);
1643 }
1644
1685 if (who) 1645 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1646 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1647 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1648 }
1649
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1650 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1651 {
1652 changed = true;
1653
1692 op->level--; 1654 op->level--;
1693 who->update_stats (); 1655
1694 if (op->type != PLAYER) 1656 if (op->type != PLAYER)
1695 { 1657 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1658 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1660 }
1699 player_lvl_adj (who, op); /* To decrease more levels */ 1661 }
1662
1663 if (changed)
1700 } 1664 {
1701 1665 who->update_stats ();
1666 esrv_update_stats (who->contr);
1702 /* check if the spell data has changed */ 1667 /* check if the spell data has changed */
1703 esrv_update_stats (who->contr);
1704 esrv_update_spells (who->contr); 1668 esrv_update_spells (who->contr);
1669 }
1705} 1670}
1706 1671
1707/* 1672/*
1708 * Returns how much experience is needed for a player to become 1673 * Returns how much experience is needed for a player to become
1709 * the given level. level should really never exceed max_level 1674 * the given level. level should really never exceed max_level
2014 player_lvl_adj (op, tmp); 1979 player_lvl_adj (op, tmp);
2015 } 1980 }
2016 1981
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1982 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1983 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1984
2019 if (level_loss < 0) 1985 if (level_loss < 0)
2020 level_loss = 0; 1986 level_loss = 0;
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2022 1988
2023 op->stats.exp -= loss; 1989 op->stats.exp -= loss;

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