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(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.53 by root, Sat May 12 19:07:21 2007 UTC vs.
Revision 1.87 by root, Tue May 6 17:31:21 2008 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
281 * that gives them that ability. 279 * that gives them that ability.
282 */ 280 */
283int 281int
284change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
285{ 283{
286 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
287 char message[MAX_BUF]; 286 char message[MAX_BUF];
288 int potion_max = 0; 287 int potion_max = 0;
289 288
290 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
291 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
292 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
293 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
294 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
295 295
296 if (op->type == PLAYER) 296 if (op->type == PLAYER)
297 { 297 {
298 if (tmp->type == POTION) 298 if (tmp->type == POTION)
299 { 299 {
300 potion_max = 1; 300 potion_max = 1;
301
301 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
302 { 303 {
303 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
304 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
305 306
306 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
307 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
308 309
309 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
310 * potions do so right now, there is the potential for potions
311 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
312 * to allow for that. 312 * to allow for that.
313 */ 313 */
314 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
315 nstat = 1; 315 nstat = 1;
316 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
317 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
318 318
319 if (nstat != ostat) 319 if (nstat != ostat)
320 { 320 {
321 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
322 potion_max = 0; 322 potion_max = 0;
367 { 367 {
368 success = 1; 368 success = 1;
369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
370 } 370 }
371 371
372 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
373 { 373 {
374 success = 1; 374 success = 1;
375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
376 } 376 }
377 377
378 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
379 { 379 {
380 success = 1; 380 success = 1;
381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
382 } 382 }
383 383
384 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
385 { 385 {
386 success = 1; 386 success = 1;
387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
388 } 388 }
389 389
391 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
392 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
393 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
394 * from fly high) 394 * from fly high)
395 */ 395 */
396 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
397 { 397 {
398 success = 1; 398 success = 1;
399 399
400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
401 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
402 */ 402 */
403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
404 { 404 {
405 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
406 } 406 }
407 407
408 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
409 { 409 {
410 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
422 } 422 }
423 423
424 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
425 * originally undead may change their status 425 * originally undead may change their status
426 */ 426 */
427 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
428 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
429 { 429 {
430 success = 1; 430 success = 1;
431 if (flag > 0) 431 if (flag > 0)
432 { 432 {
433 op->race = "undead"; 433 op->race = "undead";
434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
435 } 435 }
436 else 436 else
437 { 437 {
438 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
440 } 440 }
441 } 441 }
442 442
443 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
444 { 444 {
445 success = 1; 445 success = 1;
446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
447 } 447 }
448 448
449 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
450 { 450 {
451 success = 1; 451 success = 1;
452 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
453 } 453 }
454 454
455 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
456 * vision 456 * vision
457 */ 457 */
458 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
459 { 459 {
460 success = 1; 460 success = 1;
461 if (flag > 0) 461 if (flag > 0)
462 { 462 {
463 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
465 else 465 else
466 { 466 {
467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
468 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
470 op->contr->do_los = 1; 470 op->contr->do_los = 1;
471 } 471 }
472 } 472 }
473 else 473 else
474 { 474 {
475 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
477 else 477 else
478 { 478 {
479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
480 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
482 op->contr->do_los = 1; 482 op->contr->do_los = 1;
483 } 483 }
484 } 484 }
485 } 485 }
486 486
487 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
488 { 488 {
489 success = 1; 489 success = 1;
490 if (op->type == PLAYER) 490 if (op->type == PLAYER)
491 op->contr->do_los = 1; 491 op->contr->do_los = 1;
492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
493 } 493 }
494 494
495 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
496 { 496 {
497 success = 1; 497 success = 1;
498 if (flag > 0) 498 if (flag > 0)
499 { 499 {
500 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
502 else 502 else
503 { 503 {
504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
505 if (op->type == PLAYER) 505 if (op->type == PLAYER)
506 op->contr->do_los = 1; 506 op->contr->do_los = 1;
507 } 507 }
508 } 508 }
509 else 509 else
510 { 510 {
511 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
513 else 513 else
514 { 514 {
515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
516 if (op->type == PLAYER) 516 if (op->type == PLAYER)
554 for (int i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
555 { 555 {
556 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
558 558
559 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
560 { 560 {
561 success = 1; 561 success = 1;
562
562 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
563 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
564 else 565 else
565 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
566 567
567 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
568 } 569 }
569 } 570 }
570 571
571 if (!potion_max) 572 if (!potion_max)
572 {
573 for (int j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
574 {
575 if (int i = tmp->stats.stat (j)) 574 if (int i = tmp->stats.stat (j))
576 { 575 {
577 success = 1; 576 success = 1;
578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
579 } 578 }
580 }
581 }
582 579
583 return success; 580 return success;
584} 581}
585 582
586/* 583/*
685void 682void
686object::remove_statbonus () 683object::remove_statbonus ()
687{ 684{
688 for (int i = 0; i < NUM_STATS; ++i) 685 for (int i = 0; i < NUM_STATS; ++i)
689 { 686 {
690 sint8 v = arch->clone.stats.stat (i); 687 sint8 v = arch->stats.stat (i);
691 stats.stat (i) -= v; 688 stats.stat (i) -= v;
692 contr->orig_stats.stat (i) -= v; 689 contr->orig_stats.stat (i) -= v;
693 } 690 }
694} 691}
695 692
699void 696void
700object::add_statbonus () 697object::add_statbonus ()
701{ 698{
702 for (int i = 0; i < NUM_STATS; ++i) 699 for (int i = 0; i < NUM_STATS; ++i)
703 { 700 {
704 sint8 v = arch->clone.stats.stat (i); 701 sint8 v = arch->stats.stat (i);
705 stats.stat (i) += v; 702 stats.stat (i) += v;
706 contr->orig_stats.stat (i) += v; 703 contr->orig_stats.stat (i) += v;
707 } 704 }
708} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
709 746
710/* 747/*
711 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
712 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
713 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
718 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
719 */ 756 */
720void 757void
721object::update_stats () 758object::update_stats ()
722{ 759{
723 int i, j;
724 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
725 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
726 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
727 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
728 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
729 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
730 767
731 /* 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 */
732 if (type == PLAYER) 769 if (type == PLAYER)
733 { 770 {
734 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
735 stats.stat (i) = contr->orig_stats.stat (i); 772 stat_sum [i] = contr->orig_stats.stat (i);
736 773
737 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
738 contr->encumbrance = 0; 775 contr->encumbrance = 0;
739 776
740 attacktype = 0; 777 attacktype = 0;
760 797
761 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
762 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
763 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
764 801
765 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
766 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
767 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
768 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
769 806
770 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
771 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
772 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
773 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
774 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
775 812
776 chosen_skill = 0; 813 chosen_skill = 0;
777 814
778 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
779 * archetype clone 816 * archetype clone
780 */ 817 */
781 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
782 819
783 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
784 { 821 {
785 if (resist[i] > 0) 822 if (resist[i] > 0)
786 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
787 else 824 else
788 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
789 826
790 potion_resist[i] = 0; 827 potion_resist[i] = 0;
791 } 828 }
792 829
793 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
794 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
795 832
796 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
797 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
798 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
799 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
800 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
801 * that their protection from physical goes down 838 * that their protection from physical goes down
802 */ 839 */
803 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
804 { 841 {
805 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
806 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
807 } 844 }
808 else 845 else
809 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
810 847
811 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
812 speed = arch->clone.speed; 849 speed = arch->speed;
813 850
814 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
815 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
816 */ 853 */
817 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
818 { 855 {
819 /* See note in map.c:update_position about making this additive
820 * since light sources are never applied, need to put check here.
821 */
822 if (tmp->glow_radius > glow_radius)
823 glow_radius = tmp->glow_radius;
824
825 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
826 * applied so we can tell the player what changed. But change_abil 857 * applied so we can tell the player what changed. But change_abil
827 * then calls this function. 858 * then calls this function.
828 */ 859 */
829 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
830 continue; 861 continue;
831 862
863 /* See note in map.c:update_position about making this additive
864 * since light sources are never applied, need to put check here.
865 */
866 glow_radius = max (glow_radius, tmp->glow_radius);
867
832 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
833 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
834 { 870 {
835 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
836 if (IS_MANA_SKILL (tmp->subtype)) 872 if (IS_MANA_SKILL (tmp->subtype))
848 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
849 grace_obj = tmp; 885 grace_obj = tmp;
850 } 886 }
851 } 887 }
852 888
853 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
854 * objects need to make adjustments. 890 * objects need to make adjustments.
855 * This block should handle all player specific changes 891 * This block should handle all player specific changes
856 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
857 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
858 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
865 || (tmp->type == SKILL 901 || (tmp->type == SKILL
866 && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
867 { 903 {
868 if (type == PLAYER) 904 if (type == PLAYER)
869 { 905 {
906 contr->item_power += tmp->item_power;
907
870 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
909 if (tmp != current_weapon
871 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
872 continue; 913 continue;
873 914
874 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
875 change_attr_value (&stats, i, tmp->stats.stat (i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
876 917
877 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
878 * spell point recovery and mana point recovery. Seems sort of an arbitary
879 * list, but other items store other info into stats array.
880 */
881 if (tmp->type == WEAPON || tmp->type == BOW ||
882 tmp->type == ARMOUR || tmp->type == HELMET ||
883 tmp->type == SHIELD || tmp->type == RING ||
884 tmp->type == BOOTS || tmp->type == GLOVES ||
885 tmp->type == AMULET || tmp->type == GIRDLE ||
886 tmp->type == BRACERS || tmp->type == CLOAK ||
887 tmp->type == DISEASE || tmp->type == FORCE ||
888 tmp->type == SKILL)
889 { 919 {
890 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
891 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
895 contr->item_power += tmp->item_power;
896 } 926 }
897 } /* if this is a player */ 927 } /* if this is a player */
898 else 928 else
899 { 929 {
900 if (tmp->type == WEAPON) 930 if (tmp->type == WEAPON)
901 current_weapon = tmp; 931 current_weapon = tmp;
902 } 932 }
903 933
904 /* Update slots used for items */ 934 /* Update slots used for items */
905 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
906 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
907 slot[i].used += tmp->slot[i].info; 937 slot[i].used += tmp->slot[i].info;
908 938
909 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
910 {
911 speed_reduce_from_disease = tmp->last_sp / 100.f;
912
913 if (speed_reduce_from_disease == 0)
914 speed_reduce_from_disease = 1; 940 speed_reduce_from_disease =
915 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
916 942
917 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
918 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
919 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
920 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
921 */ 947 */
922 if (tmp->type != POTION) 948 if (tmp->type != POTION)
923 { 949 {
924 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
925 { 951 {
926 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
927 * a straight MAX, as potion_resist is initialised to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
928 */ 954 */
929 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
930 { 956 {
931 if (potion_resist[i]) 957 if (potion_resist[i])
932 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
933 else 959 else
934 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
935 } 961 }
936 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
937 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
949 path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
950 move_type |= tmp->move_type; 976 move_type |= tmp->move_type;
951 stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
952 } 978 }
953 979
954 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 980 flag |= tmp->flag & copy_flags;
955 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
956 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
957 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
958 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
959 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
960 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
961 981
962 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
963 SET_FLAG (this, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
964 984
965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
966 { 986 {
967 SET_FLAG (this, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
991#endif 1011#endif
992 1012
993 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
994 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
995 case SKILL: 1015 case SKILL:
996 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
997 break; 1018 break;
998 1019
999 if (IS_COMBAT_SKILL (tmp->subtype))
1000 wc_obj = tmp;
1001
1002 if (chosen_skill) 1020 if (chosen_skill)
1021 {
1003 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1004 1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1005 chosen_skill = tmp; 1030 chosen_skill = tmp;
1006 1031
1007 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1008 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1009 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1010 weapon_speed = WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1011 1036
1012 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1013 weapon_speed = 0; 1038 weapon_speed = 0;
1014 1039
1015 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1016 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1017 1042
1018 if (tmp->magic) 1043 if (tmp->magic)
1019 stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1020 } 1045 }
1021 1046
1022 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1023 wc -= tmp->stats.wc + tmp->magic; 1048 wc -= tmp->stats.wc + tmp->magic;
1024 1049
1025 if (tmp->slaying) 1050 if (tmp->slaying)
1026 slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1027 1052
1028 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1029 ac -= tmp->stats.ac + tmp->magic; 1054 ac -= tmp->stats.ac + tmp->magic;
1030 1055
1031 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1032 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1033
1034 break; 1058 }
1035 1059
1036 case SKILL_TOOL:
1037 if (chosen_skill)
1038 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1039
1040 chosen_skill = tmp;
1041 break; 1060 break;
1042 1061
1043 case SHIELD: 1062 case SHIELD:
1044 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1045 contr->encumbrance += (int) tmp->weight / 2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1123 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= (tmp->stats.wc + tmp->magic);
1124 1143
1125 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= (tmp->stats.ac + tmp->magic);
1127 1146
1128 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1147 if (ARMOUR_SPEED (tmp))
1129 max = ARMOUR_SPEED (tmp) / 10.f; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1130 1149
1131 break; 1150 break;
1132 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1133 } /* item is equipped */ 1152 } /* item is equipped */
1134 } /* for loop of items */ 1153 } /* for loop of items */
1141 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1142 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1143 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1144 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1145 */ 1164 */
1146 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1147 { 1166 {
1148 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1149 1168
1150 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1151 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1152 } 1171 }
1153 1172
1154 /* Figure out the players sp/mana/hp totals. */
1155 if (type == PLAYER) 1173 if (type == PLAYER)
1156 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1157 int pl_level; 1182 int pl_level;
1158 1183
1159 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1160 pl_level = level; 1185 pl_level = level;
1161 1186
1163 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1164 1189
1165 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1166 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1167 */ 1192 */
1168 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1169 { 1195 {
1170 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1171 1197
1172 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1173 {
1174 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1175 j++; 1200 j++;
1176 else 1201 else
1177 j--; 1202 j--;
1178 }
1179 1203
1180 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1181 } 1205 }
1182 1206
1183 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1184 stats.maxhp += 2;
1185 1208
1186 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1187 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1188 1211
1189 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1202 1225
1203 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1204 stats.maxsp = 1; 1227 stats.maxsp = 1;
1205 else 1228 else
1206 { 1229 {
1207 sp_tmp = 0.f; 1230 float sp_tmp = 0.f;
1208 1231
1209 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1210 { 1233 {
1211 float stmp; 1234 float stmp;
1212 1235
1213 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1214 if (i < 2) 1237 if (i < 2)
1215 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1216 else 1239 else
1217 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1218 1241
1219 if (stmp < 1.f)
1220 stmp = 1.f;
1221
1222 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1223 } 1243 }
1224 1244
1225 stats.maxsp = (sint16)sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1226
1227 for (i = 11; i <= mana_obj->level; i++)
1228 stats.maxsp += 2;
1229 } 1246 }
1247
1230 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1231 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1232 stats.sp = stats.maxsp * 2;
1233 1250
1234 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1235 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1236 grace_obj = this; 1253 grace_obj = this;
1237 1254
1242 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1243 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1244 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1245 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1246 */ 1263 */
1247 sp_tmp = 0.f; 1264 float sp_tmp = 0.f;
1248 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1249 { 1267 {
1250 float grace_tmp = 0.f; 1268 float grace_tmp = 0.f;
1251 1269
1252 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1253 if (i < 2) 1271 if (i < 2)
1254 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1255 else 1273 else
1256 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1257 1275
1258 if (grace_tmp < 1.f)
1259 grace_tmp = 1.f;
1260
1261 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1262 } 1277 }
1263 1278
1264 stats.maxgrace = (sint16)sp_tmp;
1265
1266 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1267 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1268 stats.maxgrace += 2;
1269 } 1281 }
1282
1270 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1271 1284
1272 if (contr->braced) 1285 if (contr->braced)
1273 { 1286 {
1274 ac += 2; 1287 ac += 2;
1286 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1287 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1288 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1289 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1290 */ 1303 */
1304 object *wc_obj = chosen_skill;
1291 1305
1292 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1293 { 1307 {
1294 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1295 1309
1296 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1297 { 1311 {
1298 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1299 if (!(i % 6)) 1313 if (!(i % 6))
1300 wc--; 1314 wc--;
1301 1315
1302 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1303 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1304 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1305 } 1319 }
1306 } 1320 }
1307 else 1321 else
1316 1330
1317 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1318 speed -= 1; 1332 speed -= 1;
1319 1333
1320 if (attacktype == 0) 1334 if (attacktype == 0)
1321 attacktype = arch->clone.attacktype; 1335 attacktype = arch->attacktype;
1322
1323 } /* End if player */ 1336 } /* End if player */
1324 1337
1325 if (added_speed >= 0) 1338 if (added_speed >= 0)
1326 speed += added_speed / 10.f; 1339 speed += added_speed / 10.f;
1327 else /* Something wrong here...: */ 1340 else /* Something wrong here...: */
1328 speed /= 1.f - added_speed; 1341 speed /= 1.f - added_speed;
1329 1342
1330 /* Max is determined by armour */ 1343 /* Max is determined by armour */
1331 if (speed > max) 1344 speed = min (speed, max_speed);
1332 speed = max;
1333 1345
1334 if (type == PLAYER) 1346 if (type == PLAYER)
1335 { 1347 {
1336 /* f is a number the represents the number of kg above (positive num) 1348 /* f is a number the represents the number of kg above (positive num)
1337 * or below (negative number) that the player is carrying. If above 1349 * or below (negative number) that the player is carrying. If above
1338 * weight limit, then player suffers a speed reduction based on how 1350 * weight limit, then player suffers a speed reduction based on how
1339 * much above he is, and what is max carry is 1351 * much above he is, and what is max carry is
1340 */ 1352 */
1341 f = (carrying / 1000) - max_carry[stats.Str]; 1353 float f = (carrying / 1000) - max_carry[stats.Str];
1342 if (f > 0) 1354 if (f > 0.f)
1343 speed = speed / (1.f + f / max_carry[stats.Str]); 1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1344 } 1356 }
1345 1357
1346 speed += bonus_speed / 10.f; /* Not affected by limits */ 1358 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease;
1347 1360
1348 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* Put a lower limit on speed. Note with this speed, you move once every
1349 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1350 */ 1363 */
1351 speed = speed * speed_reduce_from_disease;
1352
1353 if (speed < 0.01f && type == PLAYER) 1364 if (speed < 0.04f && type == PLAYER)
1354 speed = 0.01f; 1365 speed = 0.04f;
1366
1367 if (speed != old_speed)
1368 set_speed (speed);
1355 1369
1356 if (type == PLAYER) 1370 if (type == PLAYER)
1357 { 1371 {
1358 /* (This formula was made by vidarl@ifi.uio.no) 1372 /* (This formula was made by vidarl@ifi.uio.no)
1359 * Note that we never used these values again - basically 1373 * Note that we never used these values again - basically
1361 * that would just be a real pain to read. 1375 * that would just be a real pain to read.
1362 */ 1376 */
1363 float M = (max_carry[stats.Str] - 121) / 121.f; 1377 float M = (max_carry[stats.Str] - 121) / 121.f;
1364 float M2 = max_carry[stats.Str] / 100.f; 1378 float M2 = max_carry[stats.Str] / 100.f;
1365 float W = weapon_weight / 20000.f; 1379 float W = weapon_weight / 20000.f;
1366 float s = 2 - weapon_speed / 10.f; 1380 float s = (20 - weapon_speed) / 10.f;
1367 float D = (stats.Dex - 14) / 14.f; 1381 float D = (stats.Dex - 14) / 14.f;
1368 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1382 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1369 1383
1370 K *= (4 + level) *1.2f / (6 + level); 1384 K *= (4 + level) * 1.2f / (6 + level);
1371 1385
1372 if (K <= 0.f) 1386 if (K <= 0.01f)
1373 K = 0.01f; 1387 K = 0.01f;
1374 1388
1375 float S = speed / (K * s); 1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1376
1377 contr->weapon_sp = S;
1378 } 1390 }
1379 1391
1380 /* I want to limit the power of small monsters with big weapons: */ 1392 /* I want to limit the power of small monsters with big weapons: */
1381 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1382 stats.dam = arch->clone.stats.dam * 3; 1394 stats.dam = arch->stats.dam * 3;
1383 1395
1384 /* Prevent overflows of wc - best you can get is ABS(120) - this 1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1385 * should be more than enough - remember, AC is also in 8 bits, 1397 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1386 * so its value is the same.
1387 */
1388 if (wc > 120)
1389 wc = 120;
1390 else if (wc < -120)
1391 wc = -120;
1392
1393 stats.wc = wc;
1394
1395 if (ac > 120)
1396 ac = 120;
1397 else if (ac < -120)
1398 ac = -120;
1399
1400 stats.ac = ac;
1401 1398
1402 /* if for some reason the creature doesn't have any move type, 1399 /* if for some reason the creature doesn't have any move type,
1403 * give them walking as a default. 1400 * give them walking as a default.
1404 * The second case is a special case - to more closely mimic the 1401 * The second case is a special case - to more closely mimic the
1405 * old behaviour - if your flying, your not walking - just 1402 * old behaviour - if your flying, your not walking - just
1408 if (move_type == 0) 1405 if (move_type == 0)
1409 move_type = MOVE_WALK; 1406 move_type = MOVE_WALK;
1410 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1411 move_type &= ~MOVE_WALK; 1408 move_type &= ~MOVE_WALK;
1412 1409
1413 if (speed != old_speed)
1414 set_speed (speed);
1415
1416 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1417 * so we will check that now. 1411 * so we will check that now.
1418 */ 1412 */
1419 if (type == PLAYER) 1413 if (type == PLAYER)
1420 { 1414 {
1480 /* now if there are equals at highest level, pick the one with focus, 1474 /* now if there are equals at highest level, pick the one with focus,
1481 or else at random */ 1475 or else at random */
1482 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1483 atnr = abil->stats.exp; 1477 atnr = abil->stats.exp;
1484 1478
1485 level = (int) (level / 5.); 1479 level = (int) (level / 25.);
1486 1480
1487 /* now set the new title */ 1481 /* now set the new title */
1488 if (pl->contr != NULL) 1482 if (pl->contr)
1489 { 1483 {
1490 if (level == 0) 1484 if (level == 0)
1491 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1492 else if (level == 1) 1486 else if (level == 1)
1493 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1522 object *skin = NULL; /* pointer to dragon skin force */ 1516 object *skin = NULL; /* pointer to dragon skin force */
1523 object *tmp = NULL; /* tmp. object */ 1517 object *tmp = NULL; /* tmp. object */
1524 char buf[MAX_BUF]; /* tmp. string buffer */ 1518 char buf[MAX_BUF]; /* tmp. string buffer */
1525 1519
1526 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1520 /* now grab the 'dragon_ability'-forces from the player's inventory */
1527 shstr_cmp dragon_ability_force ("dragon_ability_force");
1528 shstr_cmp dragon_skin_force ("dragon_skin_force");
1529
1530 for (tmp = who->inv; tmp; tmp = tmp->below) 1521 for (tmp = who->inv; tmp; tmp = tmp->below)
1531 if (tmp->type == FORCE) 1522 if (tmp->type == FORCE)
1532 if (tmp->arch->name == dragon_ability_force) 1523 if (tmp->arch->archname == shstr_dragon_ability_force)
1533 abil = tmp; 1524 abil = tmp;
1534 else if (tmp->arch->name == dragon_skin_force) 1525 else if (tmp->arch->archname == shstr_dragon_skin_force)
1535 skin = tmp; 1526 skin = tmp;
1536 1527
1537 /* if the force is missing -> bail out */ 1528 /* if the force is missing -> bail out */
1538 if (abil == NULL) 1529 if (abil == NULL)
1539 return; 1530 return;
1585 if (!skill_obj) 1576 if (!skill_obj)
1586 { 1577 {
1587 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1588 return NULL; 1579 return NULL;
1589 } 1580 }
1581
1590 /* clear the flag - exp goes into this bucket, but player 1582 /* clear the flag - exp goes into this bucket, but player
1591 * still doesn't know it. 1583 * still doesn't know it.
1592 */ 1584 */
1593 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1594 skill_obj->stats.exp = 0; 1586 skill_obj->stats.exp = 0;
1595 skill_obj->level = 1; 1587 skill_obj->level = 1;
1596 insert_ob_in_ob (skill_obj, op); 1588 insert_ob_in_ob (skill_obj, op);
1597 1589
1598 if (op->contr) 1590 if (player *pl = op->contr)
1599 { 1591 {
1600 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1601 if (op->contr->ns) 1593 if (pl->ns)
1602 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1603 } 1595 }
1604 1596
1605 return skill_obj; 1597 return skill_obj;
1606} 1598}
1607
1608 1599
1609/* player_lvl_adj() - for the new exp system. we are concerned with 1600/* player_lvl_adj() - for the new exp system. we are concerned with
1610 * whether the player gets more hp, sp and new levels. 1601 * whether the player gets more hp, sp and new levels.
1611 * Note this this function should only be called for players. Monstes 1602 * Note this this function should only be called for players. Monstes
1612 * don't really gain levels 1603 * don't really gain levels
1615 */ 1606 */
1616void 1607void
1617player_lvl_adj (object *who, object *op) 1608player_lvl_adj (object *who, object *op)
1618{ 1609{
1619 char buf[MAX_BUF]; 1610 char buf[MAX_BUF];
1611 bool changed = false;
1620 1612
1621 if (!op) /* when rolling stats */ 1613 if (!op) /* when rolling stats */
1622 op = who; 1614 op = who;
1623 1615
1624 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1616 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1625 { 1617 {
1618 changed = true;
1619
1626 op->level++; 1620 op->level++;
1627 1621
1628 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1622 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1629 dragon_level_gain (who); 1623 dragon_level_gain (who);
1630 1624
1631 /* Only roll these if it is the player (who) that gained the level */ 1625 /* Only roll these if it is the player (who) that gained the level */
1632 if (op == who && (who->level < 11) && who->type == PLAYER) 1626 if (op == who && (who->level < 11) && who->type == PLAYER)
1633 { 1627 {
1634 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1628 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1635 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1629 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1636 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1630 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1637 } 1631 }
1638 1632
1639 who->update_stats ();
1640 if (op->level > 1) 1633 if (op->level > 1)
1641 { 1634 {
1642 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1636 {
1637 who->contr->play_sound (sound_find ("skill_up"));
1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1638 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1639 }
1644 else 1640 else
1641 {
1642 who->contr->play_sound (sound_find ("level_up"));
1645 sprintf (buf, "You are now level %d.", op->level); 1643 sprintf (buf, "You are now level %d.", op->level);
1644 }
1645
1646 if (who) 1646 if (who)
1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1648 } 1648 }
1649 player_lvl_adj (who, op); /* To increase more levels */
1650 } 1649 }
1650
1651 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1651 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1652 { 1652 {
1653 changed = true;
1654
1653 op->level--; 1655 op->level--;
1654 who->update_stats (); 1656
1655 if (op->type != PLAYER) 1657 if (op->type != PLAYER)
1656 { 1658 {
1657 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1659 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1658 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1659 } 1661 }
1660 player_lvl_adj (who, op); /* To decrease more levels */ 1662 }
1663
1664 if (changed)
1661 } 1665 {
1662 1666 who->update_stats ();
1667 esrv_update_stats (who->contr);
1663 /* check if the spell data has changed */ 1668 /* check if the spell data has changed */
1664 esrv_update_stats (who->contr);
1665 esrv_update_spells (who->contr); 1669 esrv_update_spells (who->contr);
1670 }
1666} 1671}
1667 1672
1668/* 1673/*
1669 * Returns how much experience is needed for a player to become 1674 * Returns how much experience is needed for a player to become
1670 * the given level. level should really never exceed max_level 1675 * the given level. level should really never exceed max_level
1975 player_lvl_adj (op, tmp); 1980 player_lvl_adj (op, tmp);
1976 } 1981 }
1977 1982
1978 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1983 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1979 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1985
1980 if (level_loss < 0) 1986 if (level_loss < 0)
1981 level_loss = 0; 1987 level_loss = 0;
1982 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
1983 1989
1984 op->stats.exp -= loss; 1990 op->stats.exp -= loss;

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