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Comparing deliantra/server/common/living.C (file contents):
Revision 1.68 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.107 by root, Fri Mar 26 00:05:45 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
263 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
264 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
265 */ 265 */
266#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
267 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
268 268
269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
270 270
271/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
272 * the object. 272 * the object.
280 * that gives them that ability. 280 * that gives them that ability.
281 */ 281 */
282int 282int
283change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
284{ 284{
285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
286 char message[MAX_BUF]; 287 char message[MAX_BUF];
287 int potion_max = 0; 288 int potion_max = 0;
288 289
289 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
290 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
291 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
292 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
293 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294 296
295 if (op->type == PLAYER) 297 if (op->type == PLAYER)
296 { 298 {
297 if (tmp->type == POTION) 299 if (tmp->type == POTION)
298 { 300 {
299 potion_max = 1; 301 potion_max = 1;
302
300 for (int j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
301 { 304 {
302 int ostat = op->contr->orig_stats.stat (j); 305 int ostat = op->contr->orig_stats.stat (j);
303 int i = tmp->stats.stat (j); 306 int i = tmp->stats.stat (j);
304 307
305 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
306 int nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
307 310
308 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
309 * potions do so right now, there is the potential for potions
310 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
311 * to allow for that. 313 * to allow for that.
312 */ 314 */
313 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
314 nstat = 1; 316 nstat = 1;
366 { 368 {
367 success = 1; 369 success = 1;
368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
369 } 371 }
370 372
371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
372 { 374 {
373 success = 1; 375 success = 1;
374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
375 } 377 }
376 378
377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
378 { 380 {
379 success = 1; 381 success = 1;
380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
381 } 383 }
382 384
383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
384 { 386 {
385 success = 1; 387 success = 1;
386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
387 } 389 }
388 390
390 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
391 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
392 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
393 * from fly high) 395 * from fly high)
394 */ 396 */
395 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
396 { 398 {
397 success = 1; 399 success = 1;
398 400
399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
400 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
401 */ 403 */
402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 { 405 {
404 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
405 } 407 }
406 408
407 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
408 { 410 {
409 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
414 } 416 }
415 417
416 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
418
419 /* Changing move status may mean you are affected by things you weren't before */
420 check_move_on (op, op);
421 } 420 }
422 421
423 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
424 * originally undead may change their status 423 * originally undead may change their status
425 */ 424 */
426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
428 { 427 {
429 success = 1; 428 success = 1;
430 if (flag > 0) 429 if (flag > 0)
431 { 430 {
432 op->race = "undead"; 431 op->race = "undead";
437 op->race = op->arch->race; 436 op->race = op->arch->race;
438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
439 } 438 }
440 } 439 }
441 440
442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
443 { 442 {
444 success = 1; 443 success = 1;
445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
446 } 445 }
447 446
448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
449 { 448 {
450 success = 1; 449 success = 1;
451 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
452 } 451 }
453 452
454 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
455 * vision 454 * vision
456 */ 455 */
457 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
458 { 457 {
459 success = 1; 458 success = 1;
460 if (flag > 0) 459 if (flag > 0)
461 { 460 {
462 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
463 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
464 else 463 else
465 { 464 {
466 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
467 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
469 op->contr->do_los = 1; 468 op->contr->do_los = 1;
470 } 469 }
471 } 470 }
472 else 471 else
473 { 472 {
474 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
475 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
476 else 475 else
477 { 476 {
478 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
479 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
481 op->contr->do_los = 1; 480 op->contr->do_los = 1;
482 } 481 }
483 } 482 }
484 } 483 }
485 484
486 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
487 { 486 {
488 success = 1; 487 success = 1;
489 if (op->type == PLAYER) 488 if (op->type == PLAYER)
490 op->contr->do_los = 1; 489 op->contr->do_los = 1;
491 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
492 } 491 }
493 492
494 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
495 { 494 {
496 success = 1; 495 success = 1;
497 if (flag > 0) 496 if (flag > 0)
498 { 497 {
499 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
500 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
501 else 500 else
502 { 501 {
503 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
504 if (op->type == PLAYER) 503 if (op->type == PLAYER)
505 op->contr->do_los = 1; 504 op->contr->do_los = 1;
506 } 505 }
507 } 506 }
508 else 507 else
509 { 508 {
510 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
511 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
512 else 511 else
513 { 512 {
514 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
515 if (op->type == PLAYER) 514 if (op->type == PLAYER)
553 for (int i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
554 { 553 {
555 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
556 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
557 556
558 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
559 { 558 {
560 success = 1; 559 success = 1;
560
561 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
563 else 563 else
564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
565 565
566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
567 } 567 }
568 } 568 }
569 569
570 if (!potion_max) 570 if (!potion_max)
571 {
572 for (int j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
573 {
574 if (int i = tmp->stats.stat (j)) 572 if (int i = tmp->stats.stat (j))
575 { 573 {
576 success = 1; 574 success = 1;
577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
578 } 576 }
579 }
580 }
581 577
582 return success; 578 return success;
583} 579}
584 580
585/* 581/*
596object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
597{ 593{
598 object *tmp; 594 object *tmp;
599 archetype *at; 595 archetype *at;
600 596
601 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
602 if (!at) 598 if (!at)
603 { 599 {
604 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
605 return; 601 return;
606 } 602 }
608 { 604 {
609 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
610 606
611 if (!tmp) 607 if (!tmp)
612 { 608 {
613 tmp = arch_to_object (at); 609 tmp = at->instance ();
614 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
615 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
616 } 612 }
617 } 613 }
618 614
626 * via an applied bad_luck object. 622 * via an applied bad_luck object.
627 */ 623 */
628void 624void
629object::change_luck (int value) 625object::change_luck (int value)
630{ 626{
631 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
632 if (!at) 628 if (!at)
633 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
634 else 630 else
635 { 631 {
636 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
638 if (!tmp) 634 if (!tmp)
639 { 635 {
640 if (!value) 636 if (!value)
641 return; 637 return;
642 638
643 tmp = arch_to_object (at); 639 tmp = at->instance ();
644 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
645 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
646 } 642 }
647 643
648 if (value) 644 if (value)
703 sint8 v = arch->stats.stat (i); 699 sint8 v = arch->stats.stat (i);
704 stats.stat (i) += v; 700 stats.stat (i) += v;
705 contr->orig_stats.stat (i) += v; 701 contr->orig_stats.stat (i) += v;
706 } 702 }
707} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
708 744
709/* 745/*
710 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
711 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
712 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
717 * spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
718 */ 754 */
719void 755void
720object::update_stats () 756object::update_stats ()
721{ 757{
722 int i, j;
723 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
724 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
725 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
726 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
727 object *grace_obj = NULL, *mana_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
728 float old_speed = speed; 763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
729 767
730 /* 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 */
731 if (type == PLAYER) 769 if (type == PLAYER)
732 { 770 {
771 contr->delayed_update = false;
772
733 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
734 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
735 775
736 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
737 contr->encumbrance = 0; 777 contr->encumbrance = 0;
738 778
739 attacktype = 0; 779 attacktype = 0;
777 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
778 * archetype clone 818 * archetype clone
779 */ 819 */
780 memcpy (&resist, &arch->resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
781 821
782 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
783 { 823 {
784 if (resist[i] > 0) 824 if (resist[i] > 0)
785 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
786 else 826 else
787 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
799 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
800 * that their protection from physical goes down 840 * that their protection from physical goes down
801 */ 841 */
802 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
803 { 843 {
804 ac = MAX (-10, arch->stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
805 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
806 } 846 }
807 else 847 else
808 ac = arch->stats.ac; 848 ac = arch->stats.ac;
809 849
820 * then calls this function. 860 * then calls this function.
821 */ 861 */
822 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
823 continue; 863 continue;
824 864
825 /* See note in map.c:update_position about making this additive
826 * since light sources are never applied, need to put check here.
827 */
828 if (tmp->glow_radius > glow_radius)
829 glow_radius = tmp->glow_radius; 865 glow_radius += tmp->glow_radius;
830 866
831 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
832 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
833 { 869 {
834 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
847 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
848 grace_obj = tmp; 884 grace_obj = tmp;
849 } 885 }
850 } 886 }
851 887
852 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
853 * objects need to make adjustments. 889 * objects need to make adjustments.
854 * This block should handle all player specific changes 890 * This block should handle all player specific changes
855 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
856 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
857 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
864 || (tmp->type == SKILL 900 || (tmp->type == SKILL
865 && tmp->subtype == SK_PRAYING)) 901 && tmp->subtype == SK_PRAYING))
866 { 902 {
867 if (type == PLAYER) 903 if (type == PLAYER)
868 { 904 {
905 contr->item_power += tmp->item_power;
906
869 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 907 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
870 if (tmp != current_weapon 908 if (tmp != current_weapon
871 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 909 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
872 && !tmp->flag [FLAG_CURSED] 910 && !tmp->flag [FLAG_CURSED]
873 && !tmp->flag [FLAG_DAMNED]) 911 && !tmp->flag [FLAG_DAMNED])
874 continue; 912 continue;
875 913
876 for (i = 0; i < NUM_STATS; i++) 914 for (int i = 0; i < NUM_STATS; i++)
877 change_attr_value (&stats, i, tmp->stats.stat (i)); 915 stat_sum [i] += tmp->stats.stat (i);
878 916
879 /* These are the items that currently can change digestion, regeneration, 917 if (digest_types [tmp->type])
880 * spell point recovery and mana point recovery. Seems sort of an arbitary
881 * list, but other items store other info into stats array.
882 */
883 if (tmp->type == WEAPON || tmp->type == BOW ||
884 tmp->type == ARMOUR || tmp->type == HELMET ||
885 tmp->type == SHIELD || tmp->type == RING ||
886 tmp->type == BOOTS || tmp->type == GLOVES ||
887 tmp->type == AMULET || tmp->type == GIRDLE ||
888 tmp->type == BRACERS || tmp->type == CLOAK ||
889 tmp->type == DISEASE || tmp->type == FORCE ||
890 tmp->type == SKILL)
891 { 918 {
892 contr->digestion += tmp->stats.food; 919 contr->digestion += tmp->stats.food;
893 contr->gen_hp += tmp->stats.hp; 920 contr->gen_hp += tmp->stats.hp;
921 if (tmp->type != BOW) // ugly exception for bows
894 contr->gen_sp += tmp->stats.sp; 922 contr->gen_sp += tmp->stats.sp;
895 contr->gen_grace += tmp->stats.grace; 923 contr->gen_grace += tmp->stats.grace;
896 contr->gen_sp_armour += tmp->gen_sp_armour; 924 contr->gen_sp_armour += tmp->gen_sp_armour;
897 contr->item_power += tmp->item_power;
898 } 925 }
899 } /* if this is a player */ 926 } /* if this is a player */
900 else 927 else
901 { 928 {
902 if (tmp->type == WEAPON) 929 if (tmp->type == WEAPON)
903 current_weapon = tmp; 930 current_weapon = tmp;
904 } 931 }
905 932
906 /* Update slots used for items */ 933 /* Update slots used for items */
907 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
908 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
909 slot[i].used += tmp->slot[i].info; 936 slot[i].used += tmp->slot[i].info;
910 937
911 if (tmp->type == SYMPTOM) 938 if (tmp->type == SYMPTOM)
912 {
913 speed_reduce_from_disease = tmp->last_sp / 100.f;
914
915 if (speed_reduce_from_disease == 0)
916 speed_reduce_from_disease = 1; 939 speed_reduce_from_disease =
917 } 940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
918 941
919 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
920 * (Negative protections are calculated exactly like positive.) 943 * (Negative protections are calculated exactly like positive.)
921 * Resistance from potions are treated special as well. If there's 944 * Resistance from potions are treated special as well. If there's
922 * more than one potion-effect, the bigger prot.-value is taken. 945 * more than one potion-effect, the bigger prot.-value is taken.
923 */ 946 */
924 if (tmp->type != POTION) 947 if (tmp->type != POTION)
925 { 948 {
926 for (i = 0; i < NROFATTACKS; i++) 949 for (int i = 0; i < NROFATTACKS; i++)
927 { 950 {
928 /* Potential for cursed potions, in which case we just can use 951 /* Potential for cursed potions, in which case we just can use
929 * a straight MAX, as potion_resist is initialised to zero. 952 * a straight MAX, as potion_resist is initialised to zero.
930 */ 953 */
931 if (tmp->type == POTION_EFFECT) 954 if (tmp->type == POTION_EFFECT)
932 { 955 {
933 if (potion_resist[i]) 956 if (potion_resist[i])
934 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
935 else 958 else
936 potion_resist[i] = tmp->resist[i]; 959 potion_resist[i] = tmp->resist[i];
937 } 960 }
938 else if (tmp->resist[i] > 0) 961 else if (tmp->resist[i] > 0)
939 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
951 path_denied |= tmp->path_denied; 974 path_denied |= tmp->path_denied;
952 move_type |= tmp->move_type; 975 move_type |= tmp->move_type;
953 stats.luck += tmp->stats.luck; 976 stats.luck += tmp->stats.luck;
954 } 977 }
955 978
956 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 979 flag |= tmp->flag & copy_flags;
957 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
958 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
959 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
960 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
961 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
962 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
963 980
964 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD)) 981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
965 SET_FLAG (this, FLAG_UNDEAD); 982 SET_FLAG (this, FLAG_UNDEAD);
966 983
967 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1119 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1120 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1121 } 1138 }
1122 1139
1123 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= tmp->stats.wc + tmp->magic;
1125 1142
1126 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= tmp->stats.ac + tmp->magic;
1128 1145
1129 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1146 if (ARMOUR_SPEED (tmp))
1130 max = ARMOUR_SPEED (tmp) / 10.f; 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1131 1148
1132 break; 1149 break;
1133 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1134 } /* item is equipped */ 1151 } /* item is equipped */
1135 } /* for loop of items */ 1152 } /* for loop of items */
1153
1154 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1136 1155
1137 /* We've gone through all the objects the player has equipped. For many things, we 1156 /* We've gone through all the objects the player has equipped. For many things, we
1138 * have generated intermediate values which we now need to assign. 1157 * have generated intermediate values which we now need to assign.
1139 */ 1158 */
1140 1159
1142 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1143 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1144 * 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
1145 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1146 */ 1165 */
1147 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1148 { 1167 {
1149 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1150 1169
1151 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)))
1152 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1153 } 1172 }
1154 1173
1155 /* Figure out the players sp/mana/hp totals. */
1156 if (type == PLAYER) 1174 if (type == PLAYER)
1157 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = stat_sum [i];
1179
1180 check_stat_bounds (&stats);
1181
1182 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1183
1184 /* Figure out the players sp/mana/hp totals. */
1158 int pl_level; 1185 int pl_level;
1159 1186
1160 check_stat_bounds (&(stats));
1161 pl_level = level;
1162
1163 if (pl_level < 1)
1164 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1165 1188
1166 /* 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,
1167 * 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.
1168 */ 1191 */
1169 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++)
1170 { 1194 {
1171 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1172 1196
1173 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1174 {
1175 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1176 j++; 1199 j++;
1177 else 1200 else
1178 j--; 1201 j--;
1179 }
1180 1202
1181 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 */
1182 } 1204 }
1183 1205
1184 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1185 stats.maxhp += 2;
1186 1207
1187 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1188 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1189 1210
1190 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1203 1224
1204 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1205 stats.maxsp = 1; 1226 stats.maxsp = 1;
1206 else 1227 else
1207 { 1228 {
1208 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1209 1230
1210 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1211 { 1232 {
1212 float stmp; 1233 float stmp;
1213 1234
1214 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1215 if (i < 2) 1236 if (i < 2)
1216 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;
1217 else 1238 else
1218 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;
1219 1240
1220 if (stmp < 1.f)
1221 stmp = 1.f;
1222
1223 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1224 } 1242 }
1225 1243
1226 stats.maxsp = (sint16)sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1227
1228 for (i = 11; i <= mana_obj->level; i++)
1229 stats.maxsp += 2;
1230 } 1245 }
1231 1246
1232 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1233 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1234 stats.sp = stats.maxsp * 2;
1235 1249
1236 /* 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 */
1237 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1238 grace_obj = this; 1252 grace_obj = this;
1239 1253
1244 /* 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
1245 * 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
1246 * 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
1247 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1248 */ 1262 */
1249 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1250 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++)
1251 { 1266 {
1252 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1253 1268
1254 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1255 if (i < 2) 1270 if (i < 2)
1256 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;
1257 else 1272 else
1258 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;
1259 1274
1260 if (grace_tmp < 1.f)
1261 grace_tmp = 1.f;
1262
1263 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1264 } 1276 }
1265 1277
1266 stats.maxgrace = (sint16)sp_tmp;
1267
1268 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1269 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1270 stats.maxgrace += 2;
1271 } 1280 }
1272 1281
1273 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1274 1283
1275 if (contr->braced) 1284 if (contr->braced)
1295 1304
1296 if (contr && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1297 { 1306 {
1298 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1299 1308
1300 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1301 { 1310 {
1302 /* additional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1303 if (!(i % 6)) 1312 if (!(i % 6))
1304 wc--; 1313 wc--;
1305 1314
1318 1327
1319 speed = 1.f + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1320 1329
1321 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1322 speed -= 1; 1331 speed -= 1;
1323
1324 if (attacktype == 0)
1325 attacktype = arch->attacktype;
1326 } /* End if player */ 1332 } /* End if player */
1327 1333
1328 if (added_speed >= 0) 1334 if (added_speed >= 0)
1329 speed += added_speed / 10.f; 1335 speed += added_speed / 10.f;
1330 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1331 speed /= 1.f - added_speed; 1337 speed /= 1.f - added_speed;
1332 1338
1333 /* Max is determined by armour */ 1339 /* Max is determined by armour */
1334 if (speed > max) 1340 speed = min (speed, max_speed);
1335 speed = max;
1336 1341
1337 if (type == PLAYER) 1342 if (type == PLAYER)
1338 { 1343 {
1339 /* f is a number the represents the number of kg above (positive num) 1344 /* f is a number the represents the number of kg above (positive num)
1340 * or below (negative number) that the player is carrying. If above 1345 * or below (negative number) that the player is carrying. If above
1341 * weight limit, then player suffers a speed reduction based on how 1346 * weight limit, then player suffers a speed reduction based on how
1342 * much above he is, and what is max carry is 1347 * much above he is, and what is max carry is
1343 */ 1348 */
1344 f = (carrying / 1000) - max_carry[stats.Str]; 1349 float f = (carrying / 1000) - max_carry[stats.Str];
1345 if (f > 0) 1350 if (f > 0.f)
1346 speed = speed / (1.f + f / max_carry[stats.Str]); 1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1347 } 1352 }
1348 1353
1349 speed += bonus_speed / 10.f; /* Not affected by limits */ 1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1350 1356
1351 /* Put a lower limit on speed. Note with this speed, you move once every 1357 /* Put a lower limit on speed. Note with this speed, you move once every
1352 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1353 */ 1359 */
1354 speed = speed * speed_reduce_from_disease; 1360 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1355 1361
1356 if (speed < 0.01f && type == PLAYER) 1362 if (speed != old_speed)
1357 speed = 0.01f; 1363 set_speed (speed);
1358 1364
1359 if (type == PLAYER) 1365 if (type == PLAYER)
1360 { 1366 {
1361 /* (This formula was made by vidarl@ifi.uio.no) 1367 /* (This formula was made by vidarl@ifi.uio.no)
1362 * Note that we never used these values again - basically 1368 * Note that we never used these values again - basically
1394 if (move_type == 0) 1400 if (move_type == 0)
1395 move_type = MOVE_WALK; 1401 move_type = MOVE_WALK;
1396 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1402 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1397 move_type &= ~MOVE_WALK; 1403 move_type &= ~MOVE_WALK;
1398 1404
1399 if (speed != old_speed) 1405 // now apply the new move_type
1400 set_speed (speed); 1406 if (this->move_type != move_type)
1407 change_move_type (move_type);
1401 1408
1402 /* 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,
1403 * so we will check that now. 1410 * so we will check that now.
1404 */ 1411 */
1405 if (type == PLAYER) 1412 if (is_player ())
1406 { 1413 contr->update_spells ();
1407 esrv_update_stats (contr);
1408 esrv_update_spells (contr);
1409 }
1410 1414
1411 // update the mapspace, if we are on a map 1415 // update the mapspace, if we are on a map
1412 if (!flag [FLAG_REMOVED] && map) 1416 if (!flag [FLAG_REMOVED] && map)
1413 map->at (x, y).flags_ = 0; 1417 map->at (x, y).flags_ = 0;
1418}
1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1414} 1434}
1415 1435
1416/* 1436/*
1417 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1418 * The function to add and remove class-bonuses to the stats doesn't 1438 * The function to add and remove class-bonuses to the stats doesn't
1434 1454
1435/* 1455/*
1436 * set the new dragon name after gaining levels or 1456 * set the new dragon name after gaining levels or
1437 * changing ability focus (later this can be extended to 1457 * changing ability focus (later this can be extended to
1438 * eventually change the player's face and animation) 1458 * eventually change the player's face and animation)
1439 *
1440 * Note that the title is written to 'own_title' in the
1441 * player struct. This should be changed to 'ext_title'
1442 * as soon as clients support this!
1443 * Please, anyone, write support for 'ext_title'.
1444 */ 1459 */
1445void 1460void
1446set_dragon_name (object *pl, const object *abil, const object *skin) 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1447{ 1462{
1448 int atnr = -1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1466 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1467 or else at random */ 1482 or else at random */
1468 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1469 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1470 1485
1471 level = (int) (level / 5.);
1472
1473 /* now set the new title */ 1486 /* now set the new title */
1474 if (pl->contr != NULL)
1475 {
1476 if (level == 0)
1477 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1478 else if (level == 1)
1479 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1480 else if (level == 2)
1481 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1482 else if (level == 3)
1483 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1484 else 1491 else
1485 { 1492 {
1486 /* special titles for extra high resistance! */ 1493 /* special titles for extra high resistance! */
1487 if (skin->resist[atnr] > 80)
1488 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1489 else if (skin->resist[atnr] > 50)
1490 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1491 else
1492 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1493 }
1494 } 1497 }
1495 1498
1496 strcpy (pl->contr->own_title, ""); 1499 strcpy (pl->contr->own_title, "");
1497} 1500}
1498 1501
1499/* 1502/*
1500 * This function is called when a dragon-player gains 1503 * This function is called when a dragon-player gains
1501 * an overall level. Here, the dragon might gain new abilities 1504 * an overall level. Here, the dragon might gain new abilities
1502 * or change the ability-focus. 1505 * or change the ability-focus.
1503 */ 1506 */
1504void 1507static void
1505dragon_level_gain (object *who) 1508dragon_level_gain (object *who)
1506{ 1509{
1507 object *abil = NULL; /* pointer to dragon ability force */ 1510 object *abil = NULL; /* pointer to dragon ability force */
1508 object *skin = NULL; /* pointer to dragon skin force */ 1511 object *skin = NULL; /* pointer to dragon skin force */
1509 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1510 char buf[MAX_BUF]; /* tmp. string buffer */ 1513 char buf[MAX_BUF]; /* tmp. string buffer */
1511 1514
1512 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1513 shstr_cmp dragon_ability_force ("dragon_ability_force");
1514 shstr_cmp dragon_skin_force ("dragon_skin_force");
1515
1516 for (tmp = who->inv; tmp; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1517 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1518 if (tmp->arch->archname == dragon_ability_force) 1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1519 abil = tmp; 1519 abil = tmp;
1520 else if (tmp->arch->archname == dragon_skin_force) 1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1521 skin = tmp; 1521 skin = tmp;
1522 1522
1523 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1524 if (abil == NULL) 1524 if (abil == NULL)
1525 return; 1525 return;
1568 object *skill_obj; 1568 object *skill_obj;
1569 1569
1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1571 if (!skill_obj) 1571 if (!skill_obj)
1572 { 1572 {
1573 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1574 return NULL; 1574 return NULL;
1575 } 1575 }
1576 1576
1577 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1578 * still doesn't know it. 1578 * still doesn't know it.
1579 */ 1579 */
1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1581 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1582 skill_obj->level = 1; 1582 skill_obj->level = 1;
1583 insert_ob_in_ob (skill_obj, op); 1583 op->insert (skill_obj);
1584 1584
1585 if (player *pl = op->contr) 1585 if (player *pl = op->contr)
1586 { 1586 pl->link_skills ();
1587 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1588 if (pl->ns)
1589 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1590 }
1591 1587
1592 return skill_obj; 1588 return skill_obj;
1593} 1589}
1594 1590
1595/* player_lvl_adj() - for the new exp system. we are concerned with 1591/* player_lvl_adj() - for the new exp system. we are concerned with
1601 */ 1597 */
1602void 1598void
1603player_lvl_adj (object *who, object *op) 1599player_lvl_adj (object *who, object *op)
1604{ 1600{
1605 char buf[MAX_BUF]; 1601 char buf[MAX_BUF];
1602 bool changed = false;
1606 1603
1607 if (!op) /* when rolling stats */ 1604 if (!op) /* when rolling stats */
1608 op = who; 1605 op = who;
1609 1606
1610 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1611 { 1608 {
1609 changed = true;
1610
1612 op->level++; 1611 op->level++;
1613 1612
1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1613 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1615 dragon_level_gain (who); 1614 dragon_level_gain (who);
1616 1615
1617 /* Only roll these if it is the player (who) that gained the level */ 1616 /* Only roll these if it is the player (who) that gained the level */
1618 if (op == who && (who->level < 11) && who->type == PLAYER) 1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1619 { 1618 {
1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1623 } 1622 }
1624 1623
1625 who->update_stats ();
1626 if (op->level > 1) 1624 if (op->level > 1)
1627 { 1625 {
1628 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1630 else 1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1631 sprintf (buf, "You are now level %d.", op->level); 1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1632 1636
1633 if (who) 1637 if (who)
1634 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1635 } 1639 }
1636
1637 player_lvl_adj (who, op); /* To increase more levels */
1638 } 1640 }
1641
1639 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1640 { 1643 {
1644 changed = true;
1645
1641 op->level--; 1646 op->level--;
1642 who->update_stats ();
1643 1647
1644 if (op->type != PLAYER) 1648 if (op->type != PLAYER)
1645 { 1649 {
1646 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1652 }
1649
1650 player_lvl_adj (who, op); /* To decrease more levels */
1651 } 1653 }
1652 1654
1653 /* check if the spell data has changed */ 1655 if (changed)
1654 esrv_update_stats (who->contr); 1656 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1655 esrv_update_spells (who->contr);
1656} 1657}
1657 1658
1658/* 1659/*
1659 * Returns how much experience is needed for a player to become 1660 * Returns how much experience is needed for a player to become
1660 * the given level. level should really never exceed max_level 1661 * the given level. level should really never exceed max_level
1704 * flag is what to do if the player doesn't have the skill: 1705 * flag is what to do if the player doesn't have the skill:
1705 */ 1706 */
1706static void 1707static void
1707add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1708add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1708{ 1709{
1709 object *skill_obj = NULL; 1710 object *skill_obj;
1710 sint64 limit, exp_to_add; 1711 sint64 limit, exp_to_add;
1711 int i; 1712 int i;
1712 1713
1713 /* prevents some forms of abuse. */ 1714 /* prevents some forms of abuse. */
1714 if (op->contr->braced) 1715 if (op->contr->braced)
1717 /* Try to find the matching skill. 1718 /* Try to find the matching skill.
1718 * We do a shortcut/time saving mechanism first - see if it matches 1719 * We do a shortcut/time saving mechanism first - see if it matches
1719 * chosen_skill. This means we don't need to search through 1720 * chosen_skill. This means we don't need to search through
1720 * the players inventory. 1721 * the players inventory.
1721 */ 1722 */
1723 skill_obj = 0;
1724
1722 if (skill_name) 1725 if (skill_name)
1723 { 1726 {
1724 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1727 skill_obj = op->contr->find_skill (skill_name);
1725 skill_obj = op->chosen_skill;
1726 else
1727 {
1728 for (i = 0; i < NUM_SKILLS; i++)
1729 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1730 {
1731 skill_obj = op->contr->last_skill_ob[i];
1732 break;
1733 }
1734 1728
1735 /* Player doesn't have the skill. Check to see what to do, and give 1729 /* Player doesn't have the skill. Check to see what to do, and give
1736 * it to the player if necessary 1730 * it to the player if necessary
1737 */ 1731 */
1738 if (!skill_obj) 1732 if (!skill_obj)
1739 { 1733 {
1740 if (flag == SK_EXP_NONE) 1734 if (flag == SK_EXP_NONE)
1741 return; 1735 return;
1736
1742 else if (flag == SK_EXP_ADD_SKILL) 1737 if (flag == SK_EXP_ADD_SKILL)
1743 give_skill_by_name (op, skill_name); 1738 skill_obj = give_skill_by_name (op, skill_name);
1744 }
1745 } 1739 }
1746 } 1740 }
1747 1741
1748 if (flag != SK_EXP_SKILL_ONLY) 1742 if (flag != SK_EXP_SKILL_ONLY)
1749 { 1743 {
1782 player_lvl_adj (op, skill_obj); 1776 player_lvl_adj (op, skill_obj);
1783 } 1777 }
1784} 1778}
1785 1779
1786/* This function checks to make sure that object 'op' can 1780/* This function checks to make sure that object 'op' can
1787 * lost 'exp' experience. It returns the amount of exp 1781 * lose 'exp' experience. It returns the amount of exp
1788 * object 'op' can in fact lose - it basically makes 1782 * object 'op' can in fact lose - it basically makes
1789 * adjustments based on permanent exp and the like. 1783 * adjustments based on permanent exp and the like.
1790 * This function should always be used for losing experience - 1784 * This function should always be used for losing experience -
1791 * the 'exp' value passed should be positive - this is the 1785 * the 'exp' value passed should be positive - this is the
1792 * amount that should get subtract from the player. 1786 * amount that should get subtract from the player.
1793 */ 1787 */
1794sint64 1788static sint64
1795check_exp_loss (const object *op, sint64 exp) 1789check_exp_loss (const object *op, sint64 exp)
1796{ 1790{
1797 sint64 del_exp; 1791 sint64 del_exp;
1798 1792
1799 if (exp > op->stats.exp) 1793 if (exp > op->stats.exp)
1800 exp = op->stats.exp; 1794 exp = op->stats.exp;
1795
1801 if (settings.permanent_exp_ratio) 1796 if (settings.permanent_exp_ratio)
1802 { 1797 {
1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1798 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1799
1804 if (del_exp < 0) 1800 if (del_exp < 0)
1805 del_exp = 0; 1801 del_exp = 0;
1802
1806 if (exp > del_exp) 1803 if (exp > del_exp)
1807 exp = del_exp; 1804 exp = del_exp;
1808 } 1805 }
1806
1809 return exp; 1807 return exp;
1810} 1808}
1811 1809
1812sint64 1810sint64
1813check_exp_adjust (const object *op, sint64 exp) 1811check_exp_adjust (const object *op, sint64 exp)
1814{ 1812{
1815 if (exp < 0) 1813 if (exp < 0)
1816 return check_exp_loss (op, exp); 1814 return check_exp_loss (op, exp);
1817 else 1815 else
1818 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1816 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1819} 1817}
1820
1821 1818
1822/* Subtracts experience from player. 1819/* Subtracts experience from player.
1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1820 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1824 * only subtract from the matching skill. Otherwise, 1821 * only subtract from the matching skill. Otherwise,
1825 * this subtracts a portion from all 1822 * this subtracts a portion from all
1839 sint64 del_exp; 1836 sint64 del_exp;
1840 1837
1841 for (tmp = op->inv; tmp; tmp = tmp->below) 1838 for (tmp = op->inv; tmp; tmp = tmp->below)
1842 if (tmp->type == SKILL && tmp->stats.exp) 1839 if (tmp->type == SKILL && tmp->stats.exp)
1843 { 1840 {
1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1841 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1845 { 1842 {
1846 del_exp = check_exp_loss (tmp, exp); 1843 del_exp = check_exp_loss (tmp, exp);
1847 tmp->stats.exp -= del_exp; 1844 tmp->stats.exp -= del_exp;
1848 player_lvl_adj (op, tmp); 1845 player_lvl_adj (op, tmp);
1849 } 1846 }
1937 * amount of permenent experience, whichever gives the lowest loss. 1934 * amount of permenent experience, whichever gives the lowest loss.
1938 */ 1935 */
1939void 1936void
1940apply_death_exp_penalty (object *op) 1937apply_death_exp_penalty (object *op)
1941{ 1938{
1942 object *tmp;
1943 sint64 loss; 1939 sint64 loss;
1944 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1940 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1945 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1941 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1946 1942
1947 for (tmp = op->inv; tmp; tmp = tmp->below) 1943 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1948 if (tmp->type == SKILL && tmp->stats.exp) 1944 if (tmp->type == SKILL && tmp->stats.exp)
1949 { 1945 {
1950
1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1946 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1947 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1953 1948
1954 /* With the revised exp system, you can get cases where 1949 /* With the revised exp system, you can get cases where
1955 * losing several levels would still require that you have more 1950 * losing several levels would still require that you have more
1956 * exp than you currently have - this is true if the levels 1951 * exp than you currently have - this is true if the levels
1957 * tables is a lot harder. 1952 * tables is a lot harder.
1958 */ 1953 */
1959 if (level_loss < 0) 1954 if (level_loss < 0)
1960 level_loss = 0; 1955 level_loss = 0;
1961 1956
1962 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1957 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1963 1958
1964 tmp->stats.exp -= loss; 1959 tmp->stats.exp -= loss;
1965 player_lvl_adj (op, tmp); 1960 player_lvl_adj (op, tmp);
1966 } 1961 }
1967 1962
1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1963 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1969 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1964 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1970 1965
1971 if (level_loss < 0) 1966 if (level_loss < 0)
1972 level_loss = 0; 1967 level_loss = 0;
1968
1973 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1969 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1974 1970
1975 op->stats.exp -= loss; 1971 op->stats.exp -= loss;
1976 player_lvl_adj (op, NULL); 1972 player_lvl_adj (op, NULL);
1977} 1973}
1978 1974

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