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Comparing deliantra/server/common/living.C (file contents):
Revision 1.50 by root, Sat May 12 18:14:47 2007 UTC vs.
Revision 1.77 by root, Tue Aug 7 23:38:12 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 <crossfire@schmorp.de>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
242change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
243{ 242{
244 stats->stat (attr) += value; 243 stats->stat (attr) += value;
245} 244}
246 245
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/* 246/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 248 * 1-30 stat limit.
288 */ 249 */
289void 250void
319 * that gives them that ability. 280 * that gives them that ability.
320 */ 281 */
321int 282int
322change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
323{ 284{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, 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 /* remember what object was like before it was changed. note that
329 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
334 if (op->type == PLAYER) 295 if (op->type == PLAYER)
335 { 296 {
336 if (tmp->type == POTION) 297 if (tmp->type == POTION)
337 { 298 {
338 potion_max = 1; 299 potion_max = 1;
339 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
340 { 301 {
341 int nstat, ostat;
342
343 ostat = op->contr->orig_stats.stat (j); 302 int ostat = op->contr->orig_stats.stat (j);
344 i = tmp->stats.stat (j); 303 int i = tmp->stats.stat (j);
345 304
346 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
347 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
348 307
349 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
350 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
351 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
352 * to allow for that. 311 * to allow for that.
353 */ 312 */
354 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
355 nstat = 1; 314 nstat = 1;
356 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
357 nstat = 20 + op->arch->clone.stats.stat (j); 316 nstat = 20 + op->arch->stats.stat (j);
358 317
359 if (nstat != ostat) 318 if (nstat != ostat)
360 { 319 {
361 op->contr->orig_stats.stat (j) = nstat; 320 op->contr->orig_stats.stat (j) = nstat;
362 potion_max = 0; 321 potion_max = 0;
370 329
371 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
372 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
373 * recalculates this anyway. 332 * recalculates this anyway.
374 */ 333 */
375 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
376 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
377 336
378 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
379 } /* end of potion handling code */ 338 } /* end of potion handling code */
380 } 339 }
381 340
382 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
383 * everything to set 342 * everything to set
384 */ 343 */
385 if (flag == -1) 344 if (flag == -1)
386 { 345 {
387 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
393 */ 352 */
394 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
395 } 354 }
396 355
397 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
398 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
399 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
400 */ 359 */
401 op->update_stats (); 360 op->update_stats ();
402 361
403 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
404 * print out message if this is a bow. 363 * print out message if this is a bow.
405 */ 364 */
406 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
407 { 366 {
408 success = 1; 367 success = 1;
448 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
449 { 408 {
450 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
451 * in that case, you don't actually land 410 * in that case, you don't actually land
452 */ 411 */
453 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
454 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
455 } 414 }
456 415
457 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
458 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
462 } 421 }
463 422
464 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
465 * originally undead may change their status 424 * originally undead may change their status
466 */ 425 */
467 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
468 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
469 { 428 {
470 success = 1; 429 success = 1;
471 if (flag > 0) 430 if (flag > 0)
472 { 431 {
473 op->race = "undead"; 432 op->race = "undead";
474 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
475 } 434 }
476 else 435 else
477 { 436 {
478 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
479 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
480 } 439 }
481 } 440 }
482 441
483 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
589 success = 1; 548 success = 1;
590 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
591 } 550 }
592 551
593 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
594 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
595 { 554 {
596 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
597 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
598 557
599 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
608 } 567 }
609 } 568 }
610 569
611 if (!potion_max) 570 if (!potion_max)
612 { 571 {
613 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
614 { 573 {
615 if ((i = tmp->stats.stat (j))) 574 if (int i = tmp->stats.stat (j))
616 { 575 {
617 success = 1; 576 success = 1;
618 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
619 } 578 }
620 } 579 }
723 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
724 */ 683 */
725void 684void
726object::remove_statbonus () 685object::remove_statbonus ()
727{ 686{
728 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
729 stats.Dex -= arch->clone.stats.Dex; 688 {
730 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
731 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
732 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
733 stats.Cha -= arch->clone.stats.Cha; 692 }
734 stats.Int -= arch->clone.stats.Int;
735
736 contr->orig_stats.Str -= arch->clone.stats.Str;
737 contr->orig_stats.Dex -= arch->clone.stats.Dex;
738 contr->orig_stats.Con -= arch->clone.stats.Con;
739 contr->orig_stats.Wis -= arch->clone.stats.Wis;
740 contr->orig_stats.Pow -= arch->clone.stats.Pow;
741 contr->orig_stats.Cha -= arch->clone.stats.Cha;
742 contr->orig_stats.Int -= arch->clone.stats.Int;
743} 693}
744 694
745/* 695/*
746 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
747 */ 697 */
748void 698void
749object::add_statbonus () 699object::add_statbonus ()
750{ 700{
751 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
752 stats.Dex += arch->clone.stats.Dex; 702 {
753 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
754 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
755 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
756 stats.Cha += arch->clone.stats.Cha; 706 }
757 stats.Int += arch->clone.stats.Int;
758
759 contr->orig_stats.Str += arch->clone.stats.Str;
760 contr->orig_stats.Dex += arch->clone.stats.Dex;
761 contr->orig_stats.Con += arch->clone.stats.Con;
762 contr->orig_stats.Wis += arch->clone.stats.Wis;
763 contr->orig_stats.Pow += arch->clone.stats.Pow;
764 contr->orig_stats.Cha += arch->clone.stats.Cha;
765 contr->orig_stats.Int += arch->clone.stats.Int;
766} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
767 748
768/* 749/*
769 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
770 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
771 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
776 * spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
777 */ 758 */
778void 759void
779object::update_stats () 760object::update_stats ()
780{ 761{
781 int i, j;
782 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
783 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
784 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
785 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
786 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
787 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
788 769
789 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
790 if (type == PLAYER) 771 if (type == PLAYER)
791 { 772 {
792 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
793 stats.stat (i) = contr->orig_stats.stat (i); 774 stat_sum [i] = contr->orig_stats.stat (i);
794 775
795 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
796 contr->encumbrance = 0; 777 contr->encumbrance = 0;
797 778
798 attacktype = 0; 779 attacktype = 0;
818 799
819 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
820 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
821 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
822 803
823 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
824 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
825 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
826 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
827 808
828 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
829 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
830 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
831 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
832 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
833 814
834 chosen_skill = 0; 815 chosen_skill = 0;
835 816
836 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
837 * archetype clone 818 * archetype clone
838 */ 819 */
839 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
840 821
841 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
842 { 823 {
843 if (resist[i] > 0) 824 if (resist[i] > 0)
844 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
845 else 826 else
846 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
847 828
848 potion_resist[i] = 0; 829 potion_resist[i] = 0;
849 } 830 }
850 831
851 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
852 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
853 834
854 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
855 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
856 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
857 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
858 * 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
859 * that their protection from physical goes down 840 * that their protection from physical goes down
860 */ 841 */
861 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
862 { 843 {
863 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
864 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;
865 } 846 }
866 else 847 else
867 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
868 849
869 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
870 speed = arch->clone.speed; 851 speed = arch->speed;
871 852
872 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
873 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
874 */ 855 */
875 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
876 { 857 {
877 /* See note in map.c:update_position about making this additive
878 * since light sources are never applied, need to put check here.
879 */
880 if (tmp->glow_radius > glow_radius)
881 glow_radius = tmp->glow_radius;
882
883 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
884 * applied so we can tell the player what changed. But change_abil 859 * applied so we can tell the player what changed. But change_abil
885 * then calls this function. 860 * then calls this function.
886 */ 861 */
887 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
888 continue; 863 continue;
864
865 /* See note in map.c:update_position about making this additive
866 * since light sources are never applied, need to put check here.
867 */
868 if (tmp->glow_radius > glow_radius)
869 glow_radius = tmp->glow_radius;
889 870
890 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
891 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
892 { 873 {
893 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
923 || (tmp->type == SKILL 904 || (tmp->type == SKILL
924 && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
925 { 906 {
926 if (type == PLAYER) 907 if (type == PLAYER)
927 { 908 {
909 contr->item_power += tmp->item_power;
910
928 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
912 if (tmp != current_weapon
929 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
930 continue; 916 continue;
931 917
932 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
933 change_attr_value (&stats, i, tmp->stats.stat (i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
934 920
935 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
936 * spell point recovery and mana point recovery. Seems sort of an arbitary
937 * list, but other items store other info into stats array.
938 */
939 if (tmp->type == WEAPON || tmp->type == BOW ||
940 tmp->type == ARMOUR || tmp->type == HELMET ||
941 tmp->type == SHIELD || tmp->type == RING ||
942 tmp->type == BOOTS || tmp->type == GLOVES ||
943 tmp->type == AMULET || tmp->type == GIRDLE ||
944 tmp->type == BRACERS || tmp->type == CLOAK ||
945 tmp->type == DISEASE || tmp->type == FORCE ||
946 tmp->type == SKILL)
947 { 922 {
948 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
949 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
950 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
951 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
952 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
953 contr->item_power += tmp->item_power;
954 } 928 }
955 } /* if this is a player */ 929 } /* if this is a player */
956 else 930 else
957 { 931 {
958 if (tmp->type == WEAPON) 932 if (tmp->type == WEAPON)
959 current_weapon = tmp; 933 current_weapon = tmp;
960 } 934 }
961 935
962 /* Update slots used for items */ 936 /* Update slots used for items */
963 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
964 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
965 slot[i].used += tmp->slot[i].info; 939 slot[i].used += tmp->slot[i].info;
966 940
967 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
968 {
969 speed_reduce_from_disease = tmp->last_sp / 100.f;
970
971 if (speed_reduce_from_disease == 0)
972 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
973 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
974 944
975 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
976 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
977 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
978 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
979 */ 949 */
980 if (tmp->type != POTION) 950 if (tmp->type != POTION)
981 { 951 {
982 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
983 { 953 {
984 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
985 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
986 */ 956 */
987 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
988 { 958 {
989 if (potion_resist[i]) 959 if (potion_resist[i])
990 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
991 else 961 else
992 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
993 } 963 }
994 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
995 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
997 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
998 } 968 }
999 } 969 }
1000 970
1001 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
1002 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
1003 || current_weapon == tmp)
1004 { 973 {
1005 attacktype |= tmp->attacktype; 974 attacktype |= tmp->attacktype;
1006 path_attuned |= tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
1007 path_repelled |= tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
1008 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
1009 move_type |= tmp->move_type; 978 move_type |= tmp->move_type;
1010 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
1011 } 980 }
1012 981
1013 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
1014 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1015 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1016 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1017 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1018 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1019 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1020 983
1021 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1022 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
1023 986
1024 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1025 { 988 {
1026 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
1050#endif 1013#endif
1051 1014
1052 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1053 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1054 case SKILL: 1017 case SKILL:
1055 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1056 break; 1020 break;
1057 1021
1058 if (IS_COMBAT_SKILL (tmp->subtype))
1059 wc_obj = tmp;
1060
1061 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1062 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1063 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1064 chosen_skill = tmp; 1032 chosen_skill = tmp;
1065 1033
1066 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1067 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1068 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1069 weapon_speed = WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1070 1038
1071 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1072 weapon_speed = 0; 1040 weapon_speed = 0;
1073 1041
1074 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1075 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1076 1044
1077 if (tmp->magic) 1045 if (tmp->magic)
1078 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1079 } 1047 }
1080 1048
1081 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1082 wc -= tmp->stats.wc + tmp->magic; 1050 wc -= tmp->stats.wc + tmp->magic;
1083 1051
1084 if (tmp->slaying) 1052 if (tmp->slaying)
1085 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1086 1054
1087 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1088 ac -= tmp->stats.ac + tmp->magic; 1056 ac -= tmp->stats.ac + tmp->magic;
1089 1057
1090 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1091 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1092
1093 break; 1060 }
1094 1061
1095 case SKILL_TOOL:
1096 if (chosen_skill)
1097 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1098
1099 chosen_skill = tmp;
1100 break; 1062 break;
1101 1063
1102 case SHIELD: 1064 case SHIELD:
1103 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1104 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1182 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1183 1145
1184 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1185 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1186 1148
1187 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1149 if (ARMOUR_SPEED (tmp))
1188 max = ARMOUR_SPEED (tmp) / 10.f; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1189 1151
1190 break; 1152 break;
1191 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1192 } /* item is equipped */ 1154 } /* item is equipped */
1193 } /* for loop of items */ 1155 } /* for loop of items */
1200 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1201 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1202 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1203 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1204 */ 1166 */
1205 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1206 { 1168 {
1207 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1208 1170
1209 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1210 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1211 } 1173 }
1212 1174
1213 /* Figure out the players sp/mana/hp totals. */
1214 if (type == PLAYER) 1175 if (type == PLAYER)
1215 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1216 int pl_level; 1184 int pl_level;
1217 1185
1218 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1219 pl_level = level; 1187 pl_level = level;
1220 1188
1222 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1223 1191
1224 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1225 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1226 */ 1194 */
1227 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1228 { 1197 {
1229 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1230 1199
1231 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1232 {
1233 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1234 j++; 1202 j++;
1235 else 1203 else
1236 j--; 1204 j--;
1237 }
1238 1205
1239 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1240 } 1207 }
1241 1208
1242 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1243 stats.maxhp += 2;
1244 1210
1245 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1246 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1247 1213
1248 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1261 1227
1262 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1263 stats.maxsp = 1; 1229 stats.maxsp = 1;
1264 else 1230 else
1265 { 1231 {
1266 sp_tmp = 0.f; 1232 float sp_tmp = 0.f;
1267 1233
1268 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1269 { 1235 {
1270 float stmp; 1236 float stmp;
1271 1237
1272 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1273 if (i < 2) 1239 if (i < 2)
1274 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1275 else 1241 else
1276 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1277 1243
1278 if (stmp < 1.f)
1279 stmp = 1.f;
1280
1281 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1282 } 1245 }
1283 1246
1284 stats.maxsp = (sint16)sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1285
1286 for (i = 11; i <= mana_obj->level; i++)
1287 stats.maxsp += 2;
1288 } 1248 }
1249
1289 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1290 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1291 stats.sp = stats.maxsp * 2;
1292 1252
1293 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1294 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1295 grace_obj = this; 1255 grace_obj = this;
1296 1256
1301 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1302 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1303 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1304 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1305 */ 1265 */
1306 sp_tmp = 0.f; 1266 float sp_tmp = 0.f;
1307 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1308 { 1269 {
1309 float grace_tmp = 0.f; 1270 float grace_tmp = 0.f;
1310 1271
1311 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1312 if (i < 2) 1273 if (i < 2)
1313 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1314 else 1275 else
1315 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1316 1277
1317 if (grace_tmp < 1.f)
1318 grace_tmp = 1.f;
1319
1320 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1321 } 1279 }
1322 1280
1323 stats.maxgrace = (sint16)sp_tmp;
1324
1325 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1326 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1327 stats.maxgrace += 2;
1328 } 1283 }
1284
1329 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1330 1286
1331 if (contr->braced) 1287 if (contr->braced)
1332 { 1288 {
1333 ac += 2; 1289 ac += 2;
1345 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1346 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1347 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1348 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1349 */ 1305 */
1306 object *wc_obj = chosen_skill;
1350 1307
1351 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1352 { 1309 {
1353 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1354 1311
1355 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1356 { 1313 {
1357 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1358 if (!(i % 6)) 1315 if (!(i % 6))
1359 wc--; 1316 wc--;
1360 1317
1361 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1362 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1363 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1364 } 1321 }
1365 } 1322 }
1366 else 1323 else
1375 1332
1376 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1377 speed -= 1; 1334 speed -= 1;
1378 1335
1379 if (attacktype == 0) 1336 if (attacktype == 0)
1380 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1381
1382 } /* End if player */ 1338 } /* End if player */
1383 1339
1384 if (added_speed >= 0) 1340 if (added_speed >= 0)
1385 speed += added_speed / 10.f; 1341 speed += added_speed / 10.f;
1386 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1387 speed /= 1.f - added_speed; 1343 speed /= 1.f - added_speed;
1388 1344
1389 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1390 if (speed > max) 1346 speed = min (speed, max_speed);
1391 speed = max;
1392 1347
1393 if (type == PLAYER) 1348 if (type == PLAYER)
1394 { 1349 {
1395 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1396 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1402 speed = speed / (1.f + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1403 } 1358 }
1404 1359
1405 speed += bonus_speed / 10.f; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1406 1361
1362 speed = speed * speed_reduce_from_disease;
1363
1407 /* Put a lower limit on speed. Note with this speed, you move once every 1364 /* Put a lower limit on speed. Note with this speed, you move once every
1408 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1365 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1409 */ 1366 */
1410 speed = speed * speed_reduce_from_disease;
1411
1412 if (speed < 0.01f && type == PLAYER) 1367 if (speed < 0.01f && type == PLAYER)
1413 speed = 0.01f; 1368 speed = 0.01f;
1369
1370 if (speed != old_speed)
1371 set_speed (speed);
1414 1372
1415 if (type == PLAYER) 1373 if (type == PLAYER)
1416 { 1374 {
1417 /* (This formula was made by vidarl@ifi.uio.no) 1375 /* (This formula was made by vidarl@ifi.uio.no)
1418 * Note that we never used these values again - basically 1376 * Note that we never used these values again - basically
1420 * that would just be a real pain to read. 1378 * that would just be a real pain to read.
1421 */ 1379 */
1422 float M = (max_carry[stats.Str] - 121) / 121.f; 1380 float M = (max_carry[stats.Str] - 121) / 121.f;
1423 float M2 = max_carry[stats.Str] / 100.f; 1381 float M2 = max_carry[stats.Str] / 100.f;
1424 float W = weapon_weight / 20000.f; 1382 float W = weapon_weight / 20000.f;
1425 float s = 2 - weapon_speed / 10.f; 1383 float s = (20 - weapon_speed) / 10.f;
1426 float D = (stats.Dex - 14) / 14.f; 1384 float D = (stats.Dex - 14) / 14.f;
1427 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1385 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1428 1386
1429 K *= (4 + level) *1.2f / (6 + level); 1387 K *= (4 + level) * 1.2f / (6 + level);
1430 1388
1431 if (K <= 0.f) 1389 if (K <= 0.01f)
1432 K = 0.01f; 1390 K = 0.01f;
1433 1391
1434 float S = speed / (K * s); 1392 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1435
1436 contr->weapon_sp = S;
1437 } 1393 }
1438 1394
1439 /* I want to limit the power of small monsters with big weapons: */ 1395 /* I want to limit the power of small monsters with big weapons: */
1440 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1396 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1441 stats.dam = arch->clone.stats.dam * 3; 1397 stats.dam = arch->stats.dam * 3;
1442 1398
1443 /* Prevent overflows of wc - best you can get is ABS(120) - this 1399 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1444 * should be more than enough - remember, AC is also in 8 bits, 1400 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1445 * so its value is the same.
1446 */
1447 if (wc > 120)
1448 wc = 120;
1449 else if (wc < -120)
1450 wc = -120;
1451
1452 stats.wc = wc;
1453
1454 if (ac > 120)
1455 ac = 120;
1456 else if (ac < -120)
1457 ac = -120;
1458
1459 stats.ac = ac;
1460 1401
1461 /* if for some reason the creature doesn't have any move type, 1402 /* if for some reason the creature doesn't have any move type,
1462 * give them walking as a default. 1403 * give them walking as a default.
1463 * The second case is a special case - to more closely mimic the 1404 * The second case is a special case - to more closely mimic the
1464 * old behaviour - if your flying, your not walking - just 1405 * old behaviour - if your flying, your not walking - just
1467 if (move_type == 0) 1408 if (move_type == 0)
1468 move_type = MOVE_WALK; 1409 move_type = MOVE_WALK;
1469 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1470 move_type &= ~MOVE_WALK; 1411 move_type &= ~MOVE_WALK;
1471 1412
1472 if (speed != old_speed)
1473 set_speed (speed);
1474
1475 /* It is quite possible that a player's spell costing might have changed, 1413 /* It is quite possible that a player's spell costing might have changed,
1476 * so we will check that now. 1414 * so we will check that now.
1477 */ 1415 */
1478 if (type == PLAYER) 1416 if (type == PLAYER)
1479 { 1417 {
1581 object *skin = NULL; /* pointer to dragon skin force */ 1519 object *skin = NULL; /* pointer to dragon skin force */
1582 object *tmp = NULL; /* tmp. object */ 1520 object *tmp = NULL; /* tmp. object */
1583 char buf[MAX_BUF]; /* tmp. string buffer */ 1521 char buf[MAX_BUF]; /* tmp. string buffer */
1584 1522
1585 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1523 /* now grab the 'dragon_ability'-forces from the player's inventory */
1586 shstr_cmp dragon_ability_force ("dragon_ability_force");
1587 shstr_cmp dragon_skin_force ("dragon_skin_force");
1588
1589 for (tmp = who->inv; tmp; tmp = tmp->below) 1524 for (tmp = who->inv; tmp; tmp = tmp->below)
1590 if (tmp->type == FORCE) 1525 if (tmp->type == FORCE)
1591 if (tmp->arch->name == dragon_ability_force) 1526 if (tmp->arch->archname == shstr_dragon_ability_force)
1592 abil = tmp; 1527 abil = tmp;
1593 else if (tmp->arch->name == dragon_skin_force) 1528 else if (tmp->arch->archname == shstr_dragon_skin_force)
1594 skin = tmp; 1529 skin = tmp;
1595 1530
1596 /* if the force is missing -> bail out */ 1531 /* if the force is missing -> bail out */
1597 if (abil == NULL) 1532 if (abil == NULL)
1598 return; 1533 return;
1644 if (!skill_obj) 1579 if (!skill_obj)
1645 { 1580 {
1646 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1581 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1647 return NULL; 1582 return NULL;
1648 } 1583 }
1584
1649 /* clear the flag - exp goes into this bucket, but player 1585 /* clear the flag - exp goes into this bucket, but player
1650 * still doesn't know it. 1586 * still doesn't know it.
1651 */ 1587 */
1652 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1588 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1653 skill_obj->stats.exp = 0; 1589 skill_obj->stats.exp = 0;
1654 skill_obj->level = 1; 1590 skill_obj->level = 1;
1655 insert_ob_in_ob (skill_obj, op); 1591 insert_ob_in_ob (skill_obj, op);
1656 1592
1657 if (op->contr) 1593 if (player *pl = op->contr)
1658 { 1594 {
1659 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1595 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1660 if (op->contr->ns) 1596 if (pl->ns)
1661 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1597 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1662 } 1598 }
1663 1599
1664 return skill_obj; 1600 return skill_obj;
1665} 1601}
1666
1667 1602
1668/* player_lvl_adj() - for the new exp system. we are concerned with 1603/* player_lvl_adj() - for the new exp system. we are concerned with
1669 * whether the player gets more hp, sp and new levels. 1604 * whether the player gets more hp, sp and new levels.
1670 * Note this this function should only be called for players. Monstes 1605 * Note this this function should only be called for players. Monstes
1671 * don't really gain levels 1606 * don't really gain levels
1674 */ 1609 */
1675void 1610void
1676player_lvl_adj (object *who, object *op) 1611player_lvl_adj (object *who, object *op)
1677{ 1612{
1678 char buf[MAX_BUF]; 1613 char buf[MAX_BUF];
1614 bool changed = false;
1679 1615
1680 if (!op) /* when rolling stats */ 1616 if (!op) /* when rolling stats */
1681 op = who; 1617 op = who;
1682 1618
1683 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1619 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1684 { 1620 {
1621 changed = true;
1622
1685 op->level++; 1623 op->level++;
1686 1624
1687 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1625 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1688 dragon_level_gain (who); 1626 dragon_level_gain (who);
1689 1627
1690 /* Only roll these if it is the player (who) that gained the level */ 1628 /* Only roll these if it is the player (who) that gained the level */
1691 if (op == who && (who->level < 11) && who->type == PLAYER) 1629 if (op == who && (who->level < 11) && who->type == PLAYER)
1692 { 1630 {
1693 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1631 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1694 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1632 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1695 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1633 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1696 } 1634 }
1697 1635
1698 who->update_stats ();
1699 if (op->level > 1) 1636 if (op->level > 1)
1700 { 1637 {
1701 if (op->type != PLAYER) 1638 if (op->type != PLAYER)
1639 {
1640 who->contr->play_sound (sound_find ("skill_up"));
1702 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1641 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1642 }
1703 else 1643 else
1644 {
1645 who->contr->play_sound (sound_find ("level_up"));
1704 sprintf (buf, "You are now level %d.", op->level); 1646 sprintf (buf, "You are now level %d.", op->level);
1647 }
1648
1705 if (who) 1649 if (who)
1706 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1650 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1707 } 1651 }
1708 player_lvl_adj (who, op); /* To increase more levels */
1709 } 1652 }
1653
1710 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1654 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1711 { 1655 {
1656 changed = true;
1657
1712 op->level--; 1658 op->level--;
1713 who->update_stats (); 1659
1714 if (op->type != PLAYER) 1660 if (op->type != PLAYER)
1715 { 1661 {
1716 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1662 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1663 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1664 }
1719 player_lvl_adj (who, op); /* To decrease more levels */ 1665 }
1666
1667 if (changed)
1720 } 1668 {
1721 1669 who->update_stats ();
1670 esrv_update_stats (who->contr);
1722 /* check if the spell data has changed */ 1671 /* check if the spell data has changed */
1723 esrv_update_stats (who->contr);
1724 esrv_update_spells (who->contr); 1672 esrv_update_spells (who->contr);
1673 }
1725} 1674}
1726 1675
1727/* 1676/*
1728 * Returns how much experience is needed for a player to become 1677 * Returns how much experience is needed for a player to become
1729 * the given level. level should really never exceed max_level 1678 * the given level. level should really never exceed max_level
2034 player_lvl_adj (op, tmp); 1983 player_lvl_adj (op, tmp);
2035 } 1984 }
2036 1985
2037 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1986 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2038 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1987 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1988
2039 if (level_loss < 0) 1989 if (level_loss < 0)
2040 level_loss = 0; 1990 level_loss = 0;
2041 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1991 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2042 1992
2043 op->stats.exp -= loss; 1993 op->stats.exp -= loss;

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