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Comparing deliantra/server/common/living.C (file contents):
Revision 1.42 by root, Sun Apr 29 18:32:18 2007 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* 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 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 31 */
34static const int con_bonus[MAX_STAT + 1] = { 34static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
37}; 37};
38 38
39/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 41 * advancement. -b.t.
42 */ 42 */
43static const int sp_bonus[MAX_STAT + 1] = { 43static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
48static const int grace_bonus[MAX_STAT + 1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
50 30, 40, 50, 70, 100 50 30, 40, 50, 70, 100
51}; 51};
52 52
53/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations 56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is 57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means 58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal 59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling 62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
109 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 110 * before, you need to start someplace.
111 */ 111 */
112 112
113const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 121};
122 122
123const int learn_spell[MAX_STAT + 1] = { 123const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
140/* 140/*
141 Since this is nowhere defined ... 141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
143*/ 143*/
144 144
145#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
146 146
147/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so 157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
159 * -b.t. 159 * -b.t.
160 */ 160 */
161 161
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 163
166#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
167 165
168/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
233const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 233};
236 234
237/* 235/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274void 239void
275change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
276{ 241{
277 if (value == 0) 242 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 243}
328 244
329/* 245/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 247 * 1-30 stat limit.
332 */ 248 */
333
334void 249void
335check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
336{ 251{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
341 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 256 }
344} 257}
345 258
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 260
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 262 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 263 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 264 */
352#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 267
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 269
357/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 271 * the object.
359 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 273 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 279 * that gives them that ability.
367 */ 280 */
368int 281int
369change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
370{ 283{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
378 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 295
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
301
386 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
387 { 303 {
388 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
389 305 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 306
393 /* 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 */
394 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
395 309
396 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * 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
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 317 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 318
408 if (nstat != ostat) 319 if (nstat != ostat)
409 { 320 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 322 potion_max = 0;
412 } 323 }
413 else if (i) 324 else if (i)
414 { 325 {
415 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
419 330
420 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 333 * recalculates this anyway.
423 */ 334 */
424 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 337
427 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 339 } /* end of potion handling code */
429 } 340 }
430 341
431 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 343 * everything to set
433 */ 344 */
434 if (flag == -1) 345 if (flag == -1)
435 { 346 {
436 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 352 * and not the other move_ fields.
442 */ 353 */
443 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
444 } 355 }
445 356
446 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
449 */ 360 */
450 op->update_stats (); 361 op->update_stats ();
451 362
452 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 364 * print out message if this is a bow.
454 */ 365 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 367 {
457 success = 1; 368 success = 1;
458 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.");
459 } 370 }
460 371
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 373 {
463 success = 1; 374 success = 1;
464 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.");
465 } 376 }
466 377
467 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])
468 { 379 {
469 success = 1; 380 success = 1;
470 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.");
471 } 382 }
472 383
473 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])
474 { 385 {
475 success = 1; 386 success = 1;
476 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.");
477 } 388 }
478 389
480 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
481 * 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
482 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 394 * from fly high)
484 */ 395 */
485 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
486 { 397 {
487 success = 1; 398 success = 1;
488 399
489 /* 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
490 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
491 */ 402 */
492 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))
493 { 404 {
494 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.");
495 } 406 }
496 407
497 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 409 {
499 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 411 * in that case, you don't actually land
501 */ 412 */
502 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 415 }
416
505 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 419 }
511 420
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 422 * originally undead may change their status
514 */ 423 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 426 {
518 success = 1; 427 success = 1;
519 if (flag > 0) 428 if (flag > 0)
520 { 429 {
521 op->race = "undead"; 430 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 432 }
524 else 433 else
525 { 434 {
526 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 437 }
529 } 438 }
530 439
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 441 {
533 success = 1; 442 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 444 }
536 445
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 447 {
539 success = 1; 448 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 450 }
542 451
543 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 453 * vision
545 */ 454 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
547 { 456 {
548 success = 1; 457 success = 1;
549 if (flag > 0) 458 if (flag > 0)
550 { 459 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 462 else
554 { 463 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
557 if (op->type == PLAYER) 466 if (op->type == PLAYER)
558 op->contr->do_los = 1; 467 op->contr->do_los = 1;
559 } 468 }
560 } 469 }
561 else 470 else
562 { 471 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 474 else
566 { 475 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
569 if (op->type == PLAYER) 478 if (op->type == PLAYER)
570 op->contr->do_los = 1; 479 op->contr->do_los = 1;
571 } 480 }
572 } 481 }
573 } 482 }
574 483
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 485 {
577 success = 1; 486 success = 1;
578 if (op->type == PLAYER) 487 if (op->type == PLAYER)
579 op->contr->do_los = 1; 488 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 490 }
582 491
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 493 {
585 success = 1; 494 success = 1;
586 if (flag > 0) 495 if (flag > 0)
587 { 496 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 499 else
591 { 500 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 502 if (op->type == PLAYER)
594 op->contr->do_los = 1; 503 op->contr->do_los = 1;
595 } 504 }
596 } 505 }
597 else 506 else
598 { 507 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 510 else
602 { 511 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 513 if (op->type == PLAYER)
611 { 520 {
612 success = 1; 521 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 } 523 }
615 524
525 if (digest_types [tmp->type])
526 {
616 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
617 { 528 {
618 success = 1; 529 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 } 531 }
621 532
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
623 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
624 success = 1; 536 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 } 538 }
627 539
628 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
630 { 542 {
631 success = 1; 543 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 } 545 }
634 546
635 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
636 { 548 {
637 success = 1; 549 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
639 } 552 }
640 553
641 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
643 { 556 {
644 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
646 559
647 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
648 { 561 {
649 success = 1; 562 success = 1;
563
650 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 566 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 568
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 570 }
657 } 571 }
658 572
659 if (!potion_max) 573 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
662 { 575 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 576 {
665 success = 1; 577 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 579 }
668 }
669 }
670 580
671 return success; 581 return success;
672} 582}
673 583
674/* 584/*
675 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 587 */
678
679void 588void
680object::drain_stat () 589object::drain_stat ()
681{ 590{
682 drain_specific_stat (rndm (NUM_STATS)); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
686object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
687{ 596{
688 object *tmp; 597 object *tmp;
689 archetype *at; 598 archetype *at;
690 599
691 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
692 if (!at) 601 if (!at)
693 { 602 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 604 return;
696 } 605 }
698 { 607 {
699 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
700 609
701 if (!tmp) 610 if (!tmp)
702 { 611 {
703 tmp = arch_to_object (at); 612 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
706 } 615 }
707 } 616 }
708 617
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
716 * via an applied bad_luck object. 625 * via an applied bad_luck object.
717 */ 626 */
718void 627void
719object::change_luck (int value) 628object::change_luck (int value)
720{ 629{
721 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
722 if (!at) 631 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 633 else
725 { 634 {
726 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 637 if (!tmp)
729 { 638 {
730 if (!value) 639 if (!value)
731 return; 640 return;
732 641
733 tmp = arch_to_object (at); 642 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
736 } 645 }
737 646
738 if (value) 647 if (value)
739 { 648 {
740 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
772 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 682 */
774void 683void
775object::remove_statbonus () 684object::remove_statbonus ()
776{ 685{
777 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 687 {
779 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 691 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 692}
793 693
794/* 694/*
795 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 696 */
797void 697void
798object::add_statbonus () 698object::add_statbonus ()
799{ 699{
800 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 701 {
802 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 705 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
816 721
817/* 722/*
818 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
826 */ 731 */
827void 732void
828object::update_stats () 733object::update_stats ()
829{ 734{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 745
838 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 747 if (type == PLAYER)
840 { 748 {
749 contr->delayed_update = false;
750
841 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 752 stat_sum [i] = contr->orig_stats.stat (i);
843 753
844 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 755 contr->encumbrance = 0;
846 756
847 attacktype = 0; 757 attacktype = 0;
850 contr->gen_hp = 0; 760 contr->gen_hp = 0;
851 contr->gen_sp = 0; 761 contr->gen_sp = 0;
852 contr->gen_grace = 0; 762 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 764 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 765 }
865 766
866 memcpy (body_used, body_info, sizeof (body_info)); 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
768 slot[i].used = slot[i].info;
867 769
868 slaying = 0; 770 slaying = 0;
869 771
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
871 {
872 CLEAR_FLAG (this, FLAG_XRAYS);
873 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
874 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
875 777
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
879 781
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
884 786
885 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
890
891 chosen_skill = NULL;
892 792
893 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
894 * archetype clone 794 * archetype clone
895 */ 795 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
897 797
898 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
899 { 799 {
900 if (resist[i] > 0) 800 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
902 else 802 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
904 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
905 } 806 }
906 807
907 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
909 810
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 816 * that their protection from physical goes down
916 */ 817 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
918 { 819 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 822 }
922 else 823 else
923 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
924 825
925 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
927 830
928 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
930 */ 833 */
931 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
932 { 835 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 838 * then calls this function.
942 */ 839 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
944 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
945 844
946 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
948 { 847 {
949 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
962 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp; 862 grace_obj = tmp;
964 } 863 }
965 } 864 }
966 865
967 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
968 * objects need to make adjustments. 867 * objects need to make adjustments.
969 * This block should handle all player specific changes 868 * This block should handle all player specific changes
970 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
971 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 871 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
974 * up, etc. 873 * up, etc.
975 */ 874 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 875 if ((tmp->flag [FLAG_APPLIED]
977 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON
979 || (tmp->type == SKILL 878 && tmp->type != SPELL)
980 && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
981 { 880 {
982 if (type == PLAYER) 881 if (type == PLAYER)
983 { 882 {
984 if (tmp->type == BOW) 883 contr->item_power += tmp->item_power;
985 contr->ranges[range_bow] = tmp;
986 884
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
988 contr->ranges[range_misc] = tmp;
989
990 for (i = 0; i < NUM_STATS; i++) 885 for (int i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 886 stat_sum [i] += tmp->stats.stat (i);
992 887
993 /* these are the items that currently can change digestion, regeneration, 888 if (digest_types [tmp->type])
994 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array.
996 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
999 (tmp->type == SHIELD) || (tmp->type == RING) ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1004 (tmp->type == SKILL))
1005 { 889 {
1006 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
1008 contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power;
1012 } 896 }
1013 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1014 903
1015 /* Update slots used for items */ 904 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
1018 body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1019 908
1020 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.f; 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 911
1024 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1;
1026 }
1027
1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1029 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
1030 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
1031 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
1032 */ 916 */
917 if (tmp->type == POTION_EFFECT)
918 for (int i = 0; i < NROFATTACKS; i++)
919 max_it (potion_resist[i], tmp->resist[i]);
1033 if (tmp->type != POTION) 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
922 if (tmp->resist[i] > 0)
923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
924 else if (tmp->resist[i] < 0)
925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
926
927 /* There may be other things that should not adjust the attacktype */
928 if (tmp->type != SYMPTOM)
1034 { 929 {
1035 for (i = 0; i < NROFATTACKS; i++) 930 attacktype |= tmp->attacktype;
1036 { 931 path_attuned |= tmp->path_attuned;
1037 /* Potential for cursed potions, in which case we just can use 932 path_repelled |= tmp->path_repelled;
1038 * a straight MAX, as potion_resist is initialised to zero. 933 path_denied |= tmp->path_denied;
1039 */ 934 move_type |= tmp->move_type;
1040 if (tmp->type == POTION_EFFECT) 935 stats.luck += tmp->stats.luck;
1041 {
1042 if (potion_resist[i])
1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1044 else
1045 potion_resist[i] = tmp->resist[i];
1046 }
1047 else if (tmp->resist[i] > 0)
1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1049 else if (tmp->resist[i] < 0)
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 }
1052 } 936 }
1053 937
1054 /* There may be other things that should not adjust the attacktype */ 938 flag |= tmp->flag & copy_flags;
1055 if (tmp>-type != BOW && tmp->type != SYMPTOM)
1056 attacktype |= tmp->attacktype;
1057 939
1058 path_attuned |= tmp->path_attuned; 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1059 path_repelled |= tmp->path_repelled; 941 this->set_flag (FLAG_UNDEAD);
1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck;
1063 942
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 943 //TODO: copy_flags?
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 944 if (tmp->flag [FLAG_MAKE_INVIS])
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1068 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1069 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1070 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1071
1072 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1073 SET_FLAG (this, FLAG_UNDEAD);
1074
1075 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1076 { 945 {
1077 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
1078 invisible = 1; 947 invisible = 1;
1079 } 948 }
1080 949
1081 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 951 {
1083 if (tmp->stats.exp > 0) 952 if (tmp->stats.exp > 0)
1084 { 953 {
1085 added_speed += tmp->stats.exp / 3.f; 954 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.f + tmp->stats.exp / 3.f; 955 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 956 }
1088 else 957 else
1089 added_speed += tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1090 } 959 }
1091 960
1092 switch (tmp->type) 961 switch (tmp->type)
1093 { 962 {
1094 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */
1096 case SKILL: 963 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 964 {
965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1098 break; 967 break;
1099 968
1100 if (IS_COMBAT_SKILL (tmp->subtype))
1101 wc_obj = tmp;
1102
1103 if (chosen_skill) 969 if (chosen_skill)
970 {
1104 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
1105 973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
1106 chosen_skill = tmp; 979 chosen_skill = tmp;
1107 980
1108 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1111 weapon_speed = WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1112 985
1113 if (weapon_speed < 0)
1114 weapon_speed = 0;
1115
1116 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1117 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1118 988
1119 if (tmp->magic) 989 if (tmp->magic)
1120 stats.dam += tmp->magic; 990 stats.dam += tmp->magic;
1121 } 991 }
1122 992
1123 if (tmp->stats.wc) 993 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 994 wc -= tmp->stats.wc + tmp->magic;
1125 995
1126 if (tmp->slaying) 996 if (tmp->slaying)
1127 slaying = tmp->slaying; 997 slaying = tmp->slaying;
1128 998
1129 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 1000 ac -= tmp->stats.ac + tmp->magic;
1131 1001
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137
1138 break; 1004 }
1139 1005
1140 case SKILL_TOOL:
1141 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143
1144 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1006 break;
1149 1007
1150 case SHIELD: 1008 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1153 case RING: 1012 case RING:
1154 case AMULET: 1013 case AMULET:
1155 case GIRDLE: 1014 case GIRDLE:
1156 case HELMET: 1015 case HELMET:
1157 case BOOTS: 1016 case BOOTS:
1166 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1168 1027
1169 break; 1028 break;
1170 1029
1030 case RANGED:
1031 case BOW:
1171 case WEAPON: 1032 case WEAPON:
1172 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1173 1034
1174 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1175 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1186 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1188 * go. 1049 * go.
1189 */ 1050 */
1190 1051
1191 current_weapon = tmp; 1052 if (type == PLAYER)
1192 if (type == PLAYER && settings.spell_encumbrance) 1053 if (settings.spell_encumbrance)
1193 contr->encumbrance += tmp->weight * 3 / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1194 1055
1195 break; 1056 break;
1196 1057
1197 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1198 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1199 contr->encumbrance += tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1200 1061
1201 case BRACERS: 1062 case BRACERS:
1202 case FORCE: 1063 case FORCE:
1203 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1204 { 1065 {
1221 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1222 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1223 } 1084 }
1224 1085
1225 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1226 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1227 1088
1228 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1229 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1230 1091
1231 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1092 if (ARMOUR_SPEED (tmp))
1232 max = ARMOUR_SPEED (tmp) / 10.f; 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1233 1094
1234 break; 1095 break;
1235 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1236 } /* item is equipped */ 1097 } /* item is equipped */
1237 } /* for loop of items */ 1098 } /* for loop of items */
1238 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1239 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* We've gone through all the objects the player has equipped. For many things, we
1240 * have generated intermediate values which we now need to assign. 1103 * have generated intermediate values which we now need to assign.
1241 */ 1104 */
1242 1105
1243 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1244 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1245 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1246 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1247 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1248 */ 1111 */
1249 for (i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1250 { 1113 {
1251 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1252 1115
1253 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1254 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1255 } 1119 }
1256 1120
1257 /* Figure out the players sp/mana/hp totals. */
1258 if (type == PLAYER) 1121 if (type == PLAYER)
1259 { 1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1260 int pl_level; 1132 int pl_level;
1261 1133
1262 check_stat_bounds (&(stats));
1263 pl_level = level;
1264
1265 if (pl_level < 1)
1266 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1267 1135
1268 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1269 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1270 */ 1138 */
1271 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1272 { 1141 {
1273 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1274 1143
1275 if (i % 2 && con_bonus[stats.Con] % 2) 1144 if (i % 2 && con_bonus[stats.Con] % 2)
1276 {
1277 if (con_bonus[stats.Con] > 0) 1145 if (con_bonus[stats.Con] > 0)
1278 j++; 1146 j++;
1279 else 1147 else
1280 j--; 1148 j--;
1281 }
1282 1149
1283 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1284 } 1151 }
1285 1152
1286 for (i = 11; i <= level; i++) 1153 stats.maxhp += 2 * max (0, level - 10);
1287 stats.maxhp += 2;
1288 1154
1289 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1290 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1291 1157
1292 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1293 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1294 */ 1160 */
1295 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1296 if (!mana_obj) 1162 if (!mana_obj)
1297 mana_obj = this; 1163 mana_obj = this;
1298 1164
1305 1171
1306 if (mana_obj == this && type == PLAYER) 1172 if (mana_obj == this && type == PLAYER)
1307 stats.maxsp = 1; 1173 stats.maxsp = 1;
1308 else 1174 else
1309 { 1175 {
1310 sp_tmp = 0.f; 1176 float sp_tmp = 0.f;
1311 1177
1312 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1313 { 1179 {
1314 float stmp; 1180 float stmp;
1315 1181
1316 /* Got some extra bonus at first level */ 1182 /* Got some extra bonus at first level */
1317 if (i < 2) 1183 if (i < 2)
1318 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1319 else 1185 else
1320 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1321 1187
1322 if (stmp < 1.f)
1323 stmp = 1.f;
1324
1325 sp_tmp += stmp; 1188 sp_tmp += max (1.f, stmp);
1326 } 1189 }
1327 1190
1328 stats.maxsp = (sint16)sp_tmp; 1191 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1329
1330 for (i = 11; i <= mana_obj->level; i++)
1331 stats.maxsp += 2;
1332 } 1192 }
1193
1333 /* Characters can get their sp supercharged via rune of transferrance */ 1194 /* Characters can get their sp supercharged via rune of transferrance */
1334 if (stats.sp > stats.maxsp * 2) 1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1335 stats.sp = stats.maxsp * 2;
1336 1196
1337 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1338 if (!grace_obj || !grace_obj->level || type != PLAYER) 1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1339 grace_obj = this; 1199 grace_obj = this;
1340 1200
1345 /* store grace in a float - this way, the divisions below don't create 1205 /* store grace in a float - this way, the divisions below don't create
1346 * big jumps when you go from level to level - with int's, it then 1206 * big jumps when you go from level to level - with int's, it then
1347 * becomes big jumps when the sums of the bonuses jump to the next 1207 * becomes big jumps when the sums of the bonuses jump to the next
1348 * step of 8 - with floats, even fractional ones are useful. 1208 * step of 8 - with floats, even fractional ones are useful.
1349 */ 1209 */
1350 sp_tmp = 0.f; 1210 float sp_tmp = 0.f;
1351 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1352 { 1213 {
1353 float grace_tmp = 0.f; 1214 float grace_tmp = 0.f;
1354 1215
1355 /* Got some extra bonus at first level */ 1216 /* Got some extra bonus at first level */
1356 if (i < 2) 1217 if (i < 2)
1357 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1358 else 1219 else
1359 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1360 1221
1361 if (grace_tmp < 1.f)
1362 grace_tmp = 1.f;
1363
1364 sp_tmp += grace_tmp; 1222 sp_tmp += max (1.f, grace_tmp);
1365 } 1223 }
1366 1224
1367 stats.maxgrace = (sint16)sp_tmp;
1368
1369 /* two grace points per level after 11 */ 1225 /* two grace points per level after 10 */
1370 for (i = 11; i <= grace_obj->level; i++) 1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1371 stats.maxgrace += 2;
1372 } 1227 }
1228
1373 /* No limit on grace vs maxgrace */ 1229 /* No limit on grace vs maxgrace */
1374 1230
1375 if (contr->braced) 1231 if (contr->braced)
1376 { 1232 {
1377 ac += 2; 1233 ac += 2;
1378 wc += 4; 1234 wc += 4;
1379 } 1235 }
1380 else 1236 else
1381 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1382 1238
1383 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1384 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1385 * not the general player level -b.t. 1241 * not the general player level -b.t.
1386 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1387 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1388 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1389 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1390 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1391 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1392 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1393 */ 1249 */
1250 object *wc_obj = chosen_skill;
1394 1251
1395 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1396 { 1253 {
1397 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1398 1255
1399 for (i = 1; i < wc_obj->level; i++) 1256 for (int i = 1; i < wc_obj->level; i++)
1400 { 1257 {
1401 /* addtional wc every 6 levels */ 1258 /* additional wc every 6 levels */
1402 if (!(i % 6)) 1259 if (!(i % 6))
1403 wc--; 1260 wc--;
1404 1261
1405 /* addtional dam every 4 levels. */ 1262 /* additional dam every 4 levels. */
1406 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1407 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1408 } 1265 }
1409 } 1266 }
1410 else 1267 else
1417 1274
1418 speed = 1.f + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1419 1276
1420 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1421 speed -= 1; 1278 speed -= 1;
1422
1423 if (attacktype == 0)
1424 attacktype = arch->clone.attacktype;
1425
1426 } /* End if player */ 1279 } /* End if player */
1427 1280
1428 if (added_speed >= 0) 1281 if (added_speed >= 0)
1429 speed += added_speed / 10.f; 1282 speed += added_speed / 10.f;
1430 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1431 speed /= 1.f - added_speed; 1284 speed /= 1.f - added_speed;
1432 1285
1433 /* Max is determined by armour */ 1286 /* Max is determined by armour */
1434 if (speed > max) 1287 speed = min (speed, max_speed);
1435 speed = max;
1436 1288
1437 if (type == PLAYER) 1289 if (type == PLAYER)
1438 { 1290 {
1439 /* f is a number the represents the number of kg above (positive num) 1291 /* f is a number the represents the number of kg above (positive num)
1440 * or below (negative number) that the player is carrying. If above 1292 * or below (negative number) that the player is carrying. If above
1441 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1442 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1443 */ 1295 */
1444 f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1445 if (f > 0) 1297 if (f > 0.f)
1446 speed = speed / (1.f + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1447 } 1299 }
1448 1300
1449 speed += bonus_speed / 10.f; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1450 1303
1451 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* Put a lower limit on speed. Note with this speed, you move once every
1452 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1453 */ 1306 */
1454 speed = speed * speed_reduce_from_disease; 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1455 1308
1456 if (speed < 0.01f && type == PLAYER) 1309 if (speed != old_speed)
1457 speed = 0.01f; 1310 set_speed (speed);
1458 1311
1459 if (type == PLAYER) 1312 if (type == PLAYER)
1460 { 1313 {
1461 /* (This formula was made by vidarl@ifi.uio.no) 1314 /* (This formula was made by vidarl@ifi.uio.no)
1462 * Note that we never used these values again - basically 1315 * Note that we never used these values again - basically
1464 * that would just be a real pain to read. 1317 * that would just be a real pain to read.
1465 */ 1318 */
1466 float M = (max_carry[stats.Str] - 121) / 121.f; 1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1467 float M2 = max_carry[stats.Str] / 100.f; 1320 float M2 = max_carry[stats.Str] / 100.f;
1468 float W = weapon_weight / 20000.f; 1321 float W = weapon_weight / 20000.f;
1469 float s = 2 - weapon_speed / 10.f; 1322 float s = (20 - weapon_speed) / 10.f;
1470 float D = (stats.Dex - 14) / 14.f; 1323 float D = (stats.Dex - 14) / 14.f;
1471 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1324 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1472 1325
1473 K *= (4 + level) *1.2f / (6 + level); 1326 K *= (4 + level) * 1.2f / (6 + level);
1474 1327
1475 if (K <= 0.f) 1328 if (K <= 0.01f)
1476 K = 0.01f; 1329 K = 0.01f;
1477 1330
1478 float S = speed / (K * s); 1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1479
1480 contr->weapon_sp = S;
1481 } 1332 }
1482 1333
1483 /* I want to limit the power of small monsters with big weapons: */ 1334 /* I want to limit the power of small monsters with big weapons: */
1484 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1485 stats.dam = arch->clone.stats.dam * 3; 1336 stats.dam = arch->stats.dam * 3;
1486 1337
1487 /* Prevent overflows of wc - best you can get is ABS(120) - this 1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1488 * should be more than enough - remember, AC is also in 8 bits, 1339 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1489 * so its value is the same.
1490 */
1491 if (wc > 120)
1492 wc = 120;
1493 else if (wc < -120)
1494 wc = -120;
1495
1496 stats.wc = wc;
1497
1498 if (ac > 120)
1499 ac = 120;
1500 else if (ac < -120)
1501 ac = -120;
1502
1503 stats.ac = ac;
1504 1340
1505 /* if for some reason the creature doesn't have any move type, 1341 /* if for some reason the creature doesn't have any move type,
1506 * give them walking as a default. 1342 * give them walking as a default.
1507 * The second case is a special case - to more closely mimic the 1343 * The second case is a special case - to more closely mimic the
1508 * old behaviour - if your flying, your not walking - just 1344 * old behaviour - if your flying, your not walking - just
1511 if (move_type == 0) 1347 if (move_type == 0)
1512 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1513 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1514 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1515 1351
1516 if (speed != old_speed) 1352 // now apply the new move_type
1517 set_speed (speed); 1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1518 1355
1519 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1520 * so we will check that now. 1357 * so we will check that now.
1521 */ 1358 */
1522 if (type == PLAYER) 1359 if (is_player ())
1523 { 1360 contr->update_spells ();
1524 esrv_update_stats (contr);
1525 esrv_update_spells (contr);
1526 }
1527 1361
1528 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1529 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1530 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1531} 1365}
1532 1366
1533/* 1367void
1534 * Returns true if the given player is a legal class. 1368object::set_glow_radius (sint8 rad)
1535 * The function to add and remove class-bonuses to the stats doesn't
1536 * check if the stat becomes negative, thus this function
1537 * merely checks that all stats are 1 or more, and returns
1538 * false otherwise.
1539 */
1540int
1541allowed_class (const object *op)
1542{ 1369{
1543 return op->stats.Dex > 0 1370 glow_radius = rad;
1544 && op->stats.Str > 0 1371
1545 && op->stats.Con > 0 1372 if (is_on_map ())
1546 && op->stats.Int > 0 1373 update_all_los (map, x, y);
1547 && op->stats.Wis > 0 1374 else if (object *env = outer_env ())
1548 && op->stats.Pow > 0 1375 {
1549 && op->stats.Cha > 0; 1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1550} 1381}
1551 1382
1552/* 1383/*
1553 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1554 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1555 * eventually change the player's face and animation) 1386 * eventually change the player's face and animation)
1556 *
1557 * Note that the title is written to 'own_title' in the
1558 * player struct. This should be changed to 'ext_title'
1559 * as soon as clients support this!
1560 * Please, anyone, write support for 'ext_title'.
1561 */ 1387 */
1562void 1388void
1563set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1564{ 1390{
1565 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1583 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1584 or else at random */ 1410 or else at random */
1585 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1586 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1587 1413
1588 level = (int) (level / 5.);
1589
1590 /* now set the new title */ 1414 /* now set the new title */
1591 if (pl->contr != NULL)
1592 {
1593 if (level == 0)
1594 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1595 else if (level == 1)
1596 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1416 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1597 else if (level == 2)
1598 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1417 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1599 else if (level == 3)
1600 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1601 else 1419 else
1602 { 1420 {
1603 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1604 if (skin->resist[atnr] > 80)
1605 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1606 else if (skin->resist[atnr] > 50)
1607 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1423 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1608 else
1609 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1610 }
1611 } 1425 }
1612 1426
1613 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1614} 1428}
1615 1429
1616/* 1430/*
1617 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1618 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1619 * or change the ability-focus. 1433 * or change the ability-focus.
1620 */ 1434 */
1621void 1435static void
1622dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1623{ 1437{
1624 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1625 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1626 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1627 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1628 1442
1629 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1630 shstr_cmp dragon_ability_force ("dragon_ability_force");
1631 shstr_cmp dragon_skin_force ("dragon_skin_force");
1632
1633 for (tmp = who->inv; tmp; tmp = tmp->below) 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1634 if (tmp->type == FORCE) 1445 if (tmp->type == FORCE)
1635 if (tmp->arch->name == dragon_ability_force) 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1636 abil = tmp; 1447 abil = tmp;
1637 else if (tmp->arch->name == dragon_skin_force) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1638 skin = tmp; 1449 skin = tmp;
1639 1450
1640 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1641 if (abil == NULL) 1452 if (abil == NULL)
1642 return; 1453 return;
1643 1454
1644 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1645 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1646 */ 1457 */
1647 if (who->level > abil->level) 1458 if (who->level > abil->level)
1648 { 1459 {
1649 /* increase our focused ability */ 1460 /* increase our focused ability */
1650 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1685 object *skill_obj; 1496 object *skill_obj;
1686 1497
1687 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1688 if (!skill_obj) 1499 if (!skill_obj)
1689 { 1500 {
1690 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1691 return NULL; 1502 return NULL;
1692 } 1503 }
1504
1693 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1694 * still doesn't know it. 1506 * still doesn't know it.
1695 */ 1507 */
1696 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1697 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1698 skill_obj->level = 1; 1510 skill_obj->level = 1;
1699 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1700 1512
1701 if (op->contr) 1513 if (player *pl = op->contr)
1702 { 1514 pl->link_skills ();
1703 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1704 if (op->contr->ns)
1705 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1706 }
1707 1515
1708 return skill_obj; 1516 return skill_obj;
1709} 1517}
1710
1711 1518
1712/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1713 * whether the player gets more hp, sp and new levels. 1520 * whether the player gets more hp, sp and new levels.
1714 * Note this this function should only be called for players. Monstes 1521 * Note this this function should only be called for players. Monstes
1715 * don't really gain levels 1522 * don't really gain levels
1718 */ 1525 */
1719void 1526void
1720player_lvl_adj (object *who, object *op) 1527player_lvl_adj (object *who, object *op)
1721{ 1528{
1722 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1530 bool changed = false;
1723 1531
1724 if (!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1725 op = who; 1533 op = who;
1726 1534
1727 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1728 { 1536 {
1537 changed = true;
1538
1729 op->level++; 1539 op->level++;
1730 1540
1731 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1732 dragon_level_gain (who); 1542 dragon_level_gain (who);
1733 1543
1734 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1735 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1736 { 1546 {
1737 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1547 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1738 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1548 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1739 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1740 } 1550 }
1741 1551
1742 who->update_stats ();
1743 if (op->level > 1) 1552 if (op->level > 1)
1744 { 1553 {
1745 if (op->type != PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1746 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1747 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1748 sprintf (buf, "You are now level %d.", op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1564
1749 if (who) 1565 if (who)
1750 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1751 } 1567 }
1752 player_lvl_adj (who, op); /* To increase more levels */
1753 } 1568 }
1569
1754 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1755 { 1571 {
1572 changed = true;
1573
1756 op->level--; 1574 op->level--;
1757 who->update_stats (); 1575
1758 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1759 { 1577 {
1760 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1761 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1762 } 1580 }
1763 player_lvl_adj (who, op); /* To decrease more levels */
1764 } 1581 }
1765 1582
1766 /* check if the spell data has changed */ 1583 if (changed)
1767 esrv_update_stats (who->contr); 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1768 esrv_update_spells (who->contr);
1769} 1585}
1770 1586
1771/* 1587/*
1772 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1773 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1774 */ 1590 */
1775 1591
1776sint64 1592sint64
1777level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1778{ 1594{
1779 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1780 return (sint64) (expmul * levels[settings.max_level]);
1781
1782 return (sint64) (expmul * levels[level]);
1783} 1596}
1784 1597
1785/* 1598/*
1786 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1787 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1793calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1794{ 1607{
1795 int p_exp_min; 1608 int p_exp_min;
1796 1609
1797 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1798 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1799 * to get the fraction */ 1612 * to get the fraction */
1800 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1801 1614
1802 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1803 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1815 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1816 * total, but not any particular skill. 1629 * total, but not any particular skill.
1817 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1818 */ 1631 */
1819static void 1632static void
1820add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1821{ 1634{
1822 object *skill_obj = NULL; 1635 object *skill_obj;
1823 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1824 int i;
1825 1637
1826 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1827 if (op->contr->braced) 1639 if (op->contr->braced)
1828 exp = exp / 5; 1640 exp /= 5;
1829 1641
1830 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1831 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1832 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1833 * the players inventory. 1645 * the players inventory.
1834 */ 1646 */
1647 skill_obj = 0;
1648
1835 if (skill_name) 1649 if (skill_name)
1836 { 1650 {
1837 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 skill_obj = op->contr->find_skill (skill_name);
1838 skill_obj = op->chosen_skill;
1839 else
1840 {
1841 for (i = 0; i < NUM_SKILLS; i++)
1842 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1843 {
1844 skill_obj = op->contr->last_skill_ob[i];
1845 break;
1846 }
1847 1652
1848 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1849 * it to the player if necessary 1654 * it to the player if necessary
1850 */ 1655 */
1851 if (!skill_obj) 1656 if (!skill_obj)
1852 { 1657 {
1853 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1854 return; 1659 return;
1660
1855 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1856 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1857 }
1858 } 1663 }
1859 } 1664 }
1860 1665
1861 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1862 { 1667 {
1863 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1864 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1865 */ 1670 */
1866 exp_to_add = exp; 1671 exp_to_add = exp;
1867 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1868 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1869 exp_to_add = limit; 1674 exp_to_add = limit;
1870 1675
1871 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1872 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1879 } 1684 }
1880 1685
1881 if (skill_obj) 1686 if (skill_obj)
1882 { 1687 {
1883 exp_to_add = exp; 1688 exp_to_add = exp;
1884 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1885 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1886 exp_to_add = limit; 1691 exp_to_add = limit;
1887 1692
1888 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1889 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1895 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1896 } 1701 }
1897} 1702}
1898 1703
1899/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1900 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1901 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1902 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1903 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1904 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1905 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1906 */ 1711 */
1907sint64 1712static sint64
1908check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1909{ 1714{
1910 sint64 del_exp; 1715 sint64 del_exp;
1911 1716
1912 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1913 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1914 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1915 { 1721 {
1916 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1917 if (del_exp < 0) 1724 if (del_exp < 0)
1918 del_exp = 0; 1725 del_exp = 0;
1726
1919 if (exp > del_exp) 1727 if (exp > del_exp)
1920 exp = del_exp; 1728 exp = del_exp;
1921 } 1729 }
1730
1922 return exp; 1731 return exp;
1923} 1732}
1924 1733
1925sint64 1734sint64
1926check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1927{ 1736{
1928 if (exp < 0) 1737 if (exp < 0)
1929 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1930 else 1739 else
1931 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1932} 1741}
1933
1934 1742
1935/* Subtracts experience from player. 1743/* Subtracts experience from player.
1936 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1937 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1938 * this subtracts a portion from all 1746 * this subtracts a portion from all
1943 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1944 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1945 * a postive number. 1753 * a postive number.
1946 */ 1754 */
1947static void 1755static void
1948subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1949{ 1757{
1950 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1951 object *tmp; 1759 object *tmp;
1952 sint64 del_exp; 1760 sint64 del_exp;
1953 1761
1954 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1955 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1956 { 1764 {
1957 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1958 { 1766 {
1959 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1960 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1961 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1962 } 1770 }
1963 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1964 { 1772 {
1965 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1966 * to match a specific skill. 1774 * to match a specific skill.
1967 */ 1775 */
1968 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1969 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1970 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1971 } 1779 }
1972 } 1780 }
1973 1781
1987 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1988 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1989 * these last two values are only used for players. 1797 * these last two values are only used for players.
1990 */ 1798 */
1991void 1799void
1992change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1993{ 1801{
1994#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1995 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1996#endif 1804#endif
1997 1805
2006 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
2007 */ 1815 */
2008 if (exp == 0) 1816 if (exp == 0)
2009 return; 1817 return;
2010 1818
2011 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
2012 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
2013 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
2014 * worth. 1822 * worth.
2015 */ 1823 */
2016 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
2017 { 1825 {
2018 /* Sanity check */ 1826 /* Sanity check */
2019 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
2020 return; 1828 return;
2021 1829
2022 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
2023 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2024 * more than max exp, just return. 1832 * more than max exp, just return.
2043 */ 1851 */
2044 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
2045 } 1853 }
2046} 1854}
2047 1855
2048/* Applies a death penalty experience, the size of this is defined by the 1856/* Applies a death penalty experience, the size of this is defined by the
2049 * settings death_penalty_percentage and death_penalty_levels, and by the 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
2050 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
2051 */ 1859 */
2052void 1860void
2053apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
2054{ 1862{
2055 object *tmp;
2056 sint64 loss; 1863 sint64 loss;
2057 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2058 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2059 1866
2060 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2061 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
2062 { 1869 {
2063
2064 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2065 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2066 1872
2067 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
2068 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
2069 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
2070 * tables is a lot harder. 1876 * tables is a lot harder.
2071 */ 1877 */
2072 if (level_loss < 0) 1878 if (level_loss < 0)
2073 level_loss = 0; 1879 level_loss = 0;
2074 1880
2075 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2076 1882
2077 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
2078 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
2079 } 1885 }
2080 1886
2081 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2082 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889
2083 if (level_loss < 0) 1890 if (level_loss < 0)
2084 level_loss = 0; 1891 level_loss = 0;
1892
2085 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2086 1894
2087 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
2088 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
2089} 1897}
2090 1898

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