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Comparing deliantra/server/common/living.C (file contents):
Revision 1.58 by root, Wed May 16 23:40:06 2007 UTC vs.
Revision 1.90 by root, Thu Sep 25 22:58:13 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, *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)
871 if (tmp != current_weapon 909 if (tmp != current_weapon
872 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING) 910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
873 && !tmp->flag [FLAG_CURSED] 911 && !tmp->flag [FLAG_CURSED]
874 && !tmp->flag [FLAG_DAMNED]) 912 && !tmp->flag [FLAG_DAMNED])
875 continue; 913 continue;
876 914
877 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
878 change_attr_value (&stats, i, tmp->stats.stat (i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
879 917
880 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
881 * spell point recovery and mana point recovery. Seems sort of an arbitary
882 * list, but other items store other info into stats array.
883 */
884 if (tmp->type == WEAPON || tmp->type == BOW ||
885 tmp->type == ARMOUR || tmp->type == HELMET ||
886 tmp->type == SHIELD || tmp->type == RING ||
887 tmp->type == BOOTS || tmp->type == GLOVES ||
888 tmp->type == AMULET || tmp->type == GIRDLE ||
889 tmp->type == BRACERS || tmp->type == CLOAK ||
890 tmp->type == DISEASE || tmp->type == FORCE ||
891 tmp->type == SKILL)
892 { 919 {
893 contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
894 contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
895 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
896 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
897 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
898 contr->item_power += tmp->item_power;
899 } 926 }
900 } /* if this is a player */ 927 } /* if this is a player */
901 else 928 else
902 { 929 {
903 if (tmp->type == WEAPON) 930 if (tmp->type == WEAPON)
904 current_weapon = tmp; 931 current_weapon = tmp;
905 } 932 }
906 933
907 /* Update slots used for items */ 934 /* Update slots used for items */
908 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
909 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
910 slot[i].used += tmp->slot[i].info; 937 slot[i].used += tmp->slot[i].info;
911 938
912 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
913 {
914 speed_reduce_from_disease = tmp->last_sp / 100.f;
915
916 if (speed_reduce_from_disease == 0)
917 speed_reduce_from_disease = 1; 940 speed_reduce_from_disease =
918 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
919 942
920 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
921 * (Negative protections are calculated exactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
922 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
923 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
924 */ 947 */
925 if (tmp->type != POTION) 948 if (tmp->type != POTION)
926 { 949 {
927 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
928 { 951 {
929 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
930 * a straight MAX, as potion_resist is initialised to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
931 */ 954 */
932 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
933 { 956 {
934 if (potion_resist[i]) 957 if (potion_resist[i])
935 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
936 else 959 else
937 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
938 } 961 }
939 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
940 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
953 move_type |= tmp->move_type; 976 move_type |= tmp->move_type;
954 stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
955 } 978 }
956 979
957 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 980 flag |= tmp->flag & copy_flags;
958 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
959 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
960 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
961 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
962 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
963 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
964 981
965 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
966 SET_FLAG (this, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
967 984
968 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
969 { 986 {
970 SET_FLAG (this, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
994#endif 1011#endif
995 1012
996 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
997 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
998 case SKILL: 1015 case SKILL:
999 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1000 break; 1018 break;
1001 1019
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 += 1 + (chosen_skill->level * tmp->stats.dam / 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;
1058 }
1033 1059
1034 break; 1060 break;
1035 1061
1036 case SHIELD: 1062 case SHIELD:
1037 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1116 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= (tmp->stats.wc + tmp->magic);
1117 1143
1118 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1119 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= (tmp->stats.ac + tmp->magic);
1120 1146
1121 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1147 if (ARMOUR_SPEED (tmp))
1122 max = ARMOUR_SPEED (tmp) / 10.f; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1123 1149
1124 break; 1150 break;
1125 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1126 } /* item is equipped */ 1152 } /* item is equipped */
1127 } /* for loop of items */ 1153 } /* for loop of items */
1134 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1135 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1136 * 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
1137 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1138 */ 1164 */
1139 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1140 { 1166 {
1141 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1142 1168
1143 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)))
1144 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1145 } 1171 }
1146 1172
1147 /* Figure out the players sp/mana/hp totals. */
1148 if (type == PLAYER) 1173 if (type == PLAYER)
1149 { 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. */
1150 int pl_level; 1182 int pl_level;
1151 1183
1152 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1153 pl_level = level; 1185 pl_level = level;
1154 1186
1156 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! */
1157 1189
1158 /* 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,
1159 * 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.
1160 */ 1192 */
1161 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++)
1162 { 1195 {
1163 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1164 1197
1165 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1166 {
1167 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1168 j++; 1200 j++;
1169 else 1201 else
1170 j--; 1202 j--;
1171 }
1172 1203
1173 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 */
1174 } 1205 }
1175 1206
1176 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1177 stats.maxhp += 2;
1178 1208
1179 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1180 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1181 1211
1182 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1195 1225
1196 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1197 stats.maxsp = 1; 1227 stats.maxsp = 1;
1198 else 1228 else
1199 { 1229 {
1200 sp_tmp = 0.f; 1230 float sp_tmp = 0.f;
1201 1231
1202 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1203 { 1233 {
1204 float stmp; 1234 float stmp;
1205 1235
1206 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1207 if (i < 2) 1237 if (i < 2)
1208 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;
1209 else 1239 else
1210 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;
1211 1241
1212 if (stmp < 1.f)
1213 stmp = 1.f;
1214
1215 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1216 } 1243 }
1217 1244
1218 stats.maxsp = (sint16)sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1219
1220 for (i = 11; i <= mana_obj->level; i++)
1221 stats.maxsp += 2;
1222 } 1246 }
1223 1247
1224 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1225 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1226 stats.sp = stats.maxsp * 2;
1227 1250
1228 /* 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 */
1229 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1230 grace_obj = this; 1253 grace_obj = this;
1231 1254
1236 /* 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
1237 * 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
1238 * 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
1239 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1240 */ 1263 */
1241 sp_tmp = 0.f; 1264 float sp_tmp = 0.f;
1242 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++)
1243 { 1267 {
1244 float grace_tmp = 0.f; 1268 float grace_tmp = 0.f;
1245 1269
1246 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1247 if (i < 2) 1271 if (i < 2)
1248 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;
1249 else 1273 else
1250 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;
1251 1275
1252 if (grace_tmp < 1.f)
1253 grace_tmp = 1.f;
1254
1255 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1256 } 1277 }
1257 1278
1258 stats.maxgrace = (sint16)sp_tmp;
1259
1260 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1261 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1262 stats.maxgrace += 2;
1263 } 1281 }
1264 1282
1265 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1266 1284
1267 if (contr->braced) 1285 if (contr->braced)
1287 1305
1288 if (contr && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1289 { 1307 {
1290 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1291 1309
1292 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1293 { 1311 {
1294 /* additional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1295 if (!(i % 6)) 1313 if (!(i % 6))
1296 wc--; 1314 wc--;
1297 1315
1312 1330
1313 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1314 speed -= 1; 1332 speed -= 1;
1315 1333
1316 if (attacktype == 0) 1334 if (attacktype == 0)
1317 attacktype = arch->clone.attacktype; 1335 attacktype = arch->attacktype;
1318 } /* End if player */ 1336 } /* End if player */
1319 1337
1320 if (added_speed >= 0) 1338 if (added_speed >= 0)
1321 speed += added_speed / 10.f; 1339 speed += added_speed / 10.f;
1322 else /* Something wrong here...: */ 1340 else /* Something wrong here...: */
1323 speed /= 1.f - added_speed; 1341 speed /= 1.f - added_speed;
1324 1342
1325 /* Max is determined by armour */ 1343 /* Max is determined by armour */
1326 if (speed > max) 1344 speed = min (speed, max_speed);
1327 speed = max;
1328 1345
1329 if (type == PLAYER) 1346 if (type == PLAYER)
1330 { 1347 {
1331 /* 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)
1332 * or below (negative number) that the player is carrying. If above 1349 * or below (negative number) that the player is carrying. If above
1333 * weight limit, then player suffers a speed reduction based on how 1350 * weight limit, then player suffers a speed reduction based on how
1334 * much above he is, and what is max carry is 1351 * much above he is, and what is max carry is
1335 */ 1352 */
1336 f = (carrying / 1000) - max_carry[stats.Str]; 1353 float f = (carrying / 1000) - max_carry[stats.Str];
1337 if (f > 0) 1354 if (f > 0.f)
1338 speed = speed / (1.f + f / max_carry[stats.Str]); 1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1339 } 1356 }
1340 1357
1341 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;
1342 1360
1343 /* 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
1344 * 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.
1345 */ 1363 */
1346 speed = speed * speed_reduce_from_disease;
1347
1348 if (speed < 0.01f && type == PLAYER) 1364 if (speed < 0.04f && type == PLAYER)
1349 speed = 0.01f; 1365 speed = 0.04f;
1366
1367 if (speed != old_speed)
1368 set_speed (speed);
1350 1369
1351 if (type == PLAYER) 1370 if (type == PLAYER)
1352 { 1371 {
1353 /* (This formula was made by vidarl@ifi.uio.no) 1372 /* (This formula was made by vidarl@ifi.uio.no)
1354 * Note that we never used these values again - basically 1373 * Note that we never used these values again - basically
1365 K *= (4 + level) * 1.2f / (6 + level); 1384 K *= (4 + level) * 1.2f / (6 + level);
1366 1385
1367 if (K <= 0.01f) 1386 if (K <= 0.01f)
1368 K = 0.01f; 1387 K = 0.01f;
1369 1388
1370 float S = speed / (K * s); 1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1371
1372 contr->weapon_sp = S;
1373 } 1390 }
1374 1391
1375 /* 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: */
1376 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1377 stats.dam = arch->clone.stats.dam * 3; 1394 stats.dam = arch->stats.dam * 3;
1378 1395
1379 stats.wc = clamp (wc, MIN_WC, MAX_WC); 1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1380 stats.ac = clamp (ac, MIN_AC, MAX_AC); 1397 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1381 1398
1382 /* 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,
1388 if (move_type == 0) 1405 if (move_type == 0)
1389 move_type = MOVE_WALK; 1406 move_type = MOVE_WALK;
1390 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1391 move_type &= ~MOVE_WALK; 1408 move_type &= ~MOVE_WALK;
1392 1409
1393 if (speed != old_speed)
1394 set_speed (speed);
1395
1396 /* 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,
1397 * so we will check that now. 1411 * so we will check that now.
1398 */ 1412 */
1399 if (type == PLAYER) 1413 if (type == PLAYER)
1400 { 1414 {
1428 1442
1429/* 1443/*
1430 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1431 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1432 * eventually change the player's face and animation) 1446 * eventually change the player's face and animation)
1433 *
1434 * Note that the title is written to 'own_title' in the
1435 * player struct. This should be changed to 'ext_title'
1436 * as soon as clients support this!
1437 * Please, anyone, write support for 'ext_title'.
1438 */ 1447 */
1439void 1448void
1440set_dragon_name (object *pl, const object *abil, const object *skin) 1449set_dragon_name (object *pl, const object *abil, const object *skin)
1441{ 1450{
1442 int atnr = -1; /* attacknumber of highest level */ 1451 int atnr = -1; /* attacknumber of highest level */
1460 /* now if there are equals at highest level, pick the one with focus, 1469 /* now if there are equals at highest level, pick the one with focus,
1461 or else at random */ 1470 or else at random */
1462 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1471 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1463 atnr = abil->stats.exp; 1472 atnr = abil->stats.exp;
1464 1473
1465 level = (int) (level / 5.);
1466
1467 /* now set the new title */ 1474 /* now set the new title */
1468 if (pl->contr != NULL)
1469 {
1470 if (level == 0)
1471 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1475 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1472 else if (level == 1)
1473 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1476 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1474 else if (level == 2)
1475 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1477 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1476 else if (level == 3)
1477 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1478 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1478 else 1479 else
1479 { 1480 {
1480 /* special titles for extra high resistance! */ 1481 /* special titles for extra high resistance! */
1481 if (skin->resist[atnr] > 80)
1482 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1482 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1483 else if (skin->resist[atnr] > 50)
1484 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1483 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1485 else
1486 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1484 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1487 }
1488 } 1485 }
1489 1486
1490 strcpy (pl->contr->own_title, ""); 1487 strcpy (pl->contr->own_title, "");
1491} 1488}
1492 1489
1502 object *skin = NULL; /* pointer to dragon skin force */ 1499 object *skin = NULL; /* pointer to dragon skin force */
1503 object *tmp = NULL; /* tmp. object */ 1500 object *tmp = NULL; /* tmp. object */
1504 char buf[MAX_BUF]; /* tmp. string buffer */ 1501 char buf[MAX_BUF]; /* tmp. string buffer */
1505 1502
1506 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1503 /* now grab the 'dragon_ability'-forces from the player's inventory */
1507 shstr_cmp dragon_ability_force ("dragon_ability_force");
1508 shstr_cmp dragon_skin_force ("dragon_skin_force");
1509
1510 for (tmp = who->inv; tmp; tmp = tmp->below) 1504 for (tmp = who->inv; tmp; tmp = tmp->below)
1511 if (tmp->type == FORCE) 1505 if (tmp->type == FORCE)
1512 if (tmp->arch->name == dragon_ability_force) 1506 if (tmp->arch->archname == shstr_dragon_ability_force)
1513 abil = tmp; 1507 abil = tmp;
1514 else if (tmp->arch->name == dragon_skin_force) 1508 else if (tmp->arch->archname == shstr_dragon_skin_force)
1515 skin = tmp; 1509 skin = tmp;
1516 1510
1517 /* if the force is missing -> bail out */ 1511 /* if the force is missing -> bail out */
1518 if (abil == NULL) 1512 if (abil == NULL)
1519 return; 1513 return;
1562 object *skill_obj; 1556 object *skill_obj;
1563 1557
1564 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1558 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1565 if (!skill_obj) 1559 if (!skill_obj)
1566 { 1560 {
1567 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1561 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1568 return NULL; 1562 return NULL;
1569 } 1563 }
1570 1564
1571 /* clear the flag - exp goes into this bucket, but player 1565 /* clear the flag - exp goes into this bucket, but player
1572 * still doesn't know it. 1566 * still doesn't know it.
1573 */ 1567 */
1574 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1568 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1575 skill_obj->stats.exp = 0; 1569 skill_obj->stats.exp = 0;
1576 skill_obj->level = 1; 1570 skill_obj->level = 1;
1577 insert_ob_in_ob (skill_obj, op); 1571 op->insert (skill_obj);
1578 1572
1579 if (player *pl = op->contr) 1573 if (player *pl = op->contr)
1580 { 1574 pl->link_skills ();
1581 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1582 if (pl->ns)
1583 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1584 }
1585 1575
1586 return skill_obj; 1576 return skill_obj;
1587} 1577}
1588 1578
1589/* player_lvl_adj() - for the new exp system. we are concerned with 1579/* player_lvl_adj() - for the new exp system. we are concerned with
1595 */ 1585 */
1596void 1586void
1597player_lvl_adj (object *who, object *op) 1587player_lvl_adj (object *who, object *op)
1598{ 1588{
1599 char buf[MAX_BUF]; 1589 char buf[MAX_BUF];
1590 bool changed = false;
1600 1591
1601 if (!op) /* when rolling stats */ 1592 if (!op) /* when rolling stats */
1602 op = who; 1593 op = who;
1603 1594
1604 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1595 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1605 { 1596 {
1597 changed = true;
1598
1606 op->level++; 1599 op->level++;
1607 1600
1608 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1601 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1609 dragon_level_gain (who); 1602 dragon_level_gain (who);
1610 1603
1614 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1607 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1615 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1608 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1616 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1609 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1617 } 1610 }
1618 1611
1619 who->update_stats ();
1620 if (op->level > 1) 1612 if (op->level > 1)
1621 { 1613 {
1622 if (op->type != PLAYER) 1614 if (op->type != PLAYER)
1615 {
1616 who->contr->play_sound (sound_find ("skill_up"));
1623 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1617 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1618 }
1624 else 1619 else
1620 {
1621 who->contr->play_sound (sound_find ("level_up"));
1625 sprintf (buf, "You are now level %d.", op->level); 1622 sprintf (buf, "You are now level %d.", op->level);
1623 }
1626 1624
1627 if (who) 1625 if (who)
1628 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1626 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1629 } 1627 }
1630
1631 player_lvl_adj (who, op); /* To increase more levels */
1632 } 1628 }
1629
1633 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1630 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1634 { 1631 {
1632 changed = true;
1633
1635 op->level--; 1634 op->level--;
1636 who->update_stats ();
1637 1635
1638 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1639 { 1637 {
1640 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);
1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1642 } 1640 }
1641 }
1643 1642
1644 player_lvl_adj (who, op); /* To decrease more levels */ 1643 if (changed)
1645 } 1644 {
1646 1645 who->update_stats ();
1646 esrv_update_stats (who->contr);
1647 /* check if the spell data has changed */ 1647 /* check if the spell data has changed */
1648 esrv_update_stats (who->contr);
1649 esrv_update_spells (who->contr); 1648 esrv_update_spells (who->contr);
1649 }
1650} 1650}
1651 1651
1652/* 1652/*
1653 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1654 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1698 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1699 */ 1699 */
1700static void 1700static void
1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1702{ 1702{
1703 object *skill_obj = NULL; 1703 object *skill_obj;
1704 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1705 int i; 1705 int i;
1706 1706
1707 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1708 if (op->contr->braced) 1708 if (op->contr->braced)
1711 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1712 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1713 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1714 * the players inventory. 1714 * the players inventory.
1715 */ 1715 */
1716 skill_obj = 0;
1717
1716 if (skill_name) 1718 if (skill_name)
1717 { 1719 {
1718 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1720 skill_obj = op->contr->find_skill (skill_name);
1719 skill_obj = op->chosen_skill;
1720 else
1721 {
1722 for (i = 0; i < NUM_SKILLS; i++)
1723 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1724 {
1725 skill_obj = op->contr->last_skill_ob[i];
1726 break;
1727 }
1728 1721
1729 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1730 * it to the player if necessary 1723 * it to the player if necessary
1731 */ 1724 */
1732 if (!skill_obj) 1725 if (!skill_obj)
1733 { 1726 {
1734 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1735 return; 1728 return;
1729
1736 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1737 give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1738 }
1739 } 1732 }
1740 } 1733 }
1741 1734
1742 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1743 { 1736 {
1809 if (exp < 0) 1802 if (exp < 0)
1810 return check_exp_loss (op, exp); 1803 return check_exp_loss (op, exp);
1811 else 1804 else
1812 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1805 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp);
1813} 1806}
1814
1815 1807
1816/* Subtracts experience from player. 1808/* Subtracts experience from player.
1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1809 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1818 * only subtract from the matching skill. Otherwise, 1810 * only subtract from the matching skill. Otherwise,
1819 * this subtracts a portion from all 1811 * this subtracts a portion from all
1833 sint64 del_exp; 1825 sint64 del_exp;
1834 1826
1835 for (tmp = op->inv; tmp; tmp = tmp->below) 1827 for (tmp = op->inv; tmp; tmp = tmp->below)
1836 if (tmp->type == SKILL && tmp->stats.exp) 1828 if (tmp->type == SKILL && tmp->stats.exp)
1837 { 1829 {
1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1830 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1839 { 1831 {
1840 del_exp = check_exp_loss (tmp, exp); 1832 del_exp = check_exp_loss (tmp, exp);
1841 tmp->stats.exp -= del_exp; 1833 tmp->stats.exp -= del_exp;
1842 player_lvl_adj (op, tmp); 1834 player_lvl_adj (op, tmp);
1843 } 1835 }

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