ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.82 by root, Mon Apr 21 23:35:24 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
193 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 192 "You're feeling clumsy!",
195 "You feel less healthy", 193 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!", 195 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 196 "Your spirit feels drained!",
199 "Your face gets distorted!", 197 "Your face gets distorted!",
200}; 198};
201const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 200 "You feel your strength return.",
203 "You feel your agility return.", 201 "You feel your agility return.",
204 "You feel your health return.", 202 "You feel your health return.",
205 "You feel your memory return.", 203 "You feel your memory return.",
206 "You feel your wisdom return.", 204 "You feel your wisdom return.",
207 "You feel your spirits return." 205 "You feel your spirits return.",
208 "You feel your charisma return.", 206 "You feel your charisma return.",
209}; 207};
210const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 209 "You feel stronger.",
212 "You feel more agile.", 210 "You feel more agile.",
213 "You feel healthy.", 211 "You feel healthy.",
214 "You feel smarter.", 212 "You feel smarter.",
215 "You feel wiser.", 213 "You feel wiser.",
216 "You feel more potent." 214 "You feel more potent.",
217 "You seem to look better.", 215 "You seem to look better.",
218}; 216};
219const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 218 "You feel weaker!",
221 "You feel clumsy!", 219 "You feel clumsy!",
222 "You feel less healthy!", 220 "You feel less healthy!",
223 "You feel stupid!", 221 "You feel stupid!",
224 "You lose some of your memory!", 222 "You lose some of your memory!",
225 "You feel less potent!" 223 "You feel less potent!",
226 "You look ugly!", 224 "You look ugly!",
227}; 225};
228 226
229const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 229};
232 230
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
237/*
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}
269 234
270/* 235/*
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,
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 = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 289 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 294 if (op->type == PLAYER)
382 { 295 {
383 if (tmp->type == POTION) 296 if (tmp->type == POTION)
384 { 297 {
385 potion_max = 1; 298 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 299 for (int j = 0; j < NUM_STATS; j++)
387 { 300 {
388 int nstat, ostat; 301 int ostat = op->contr->orig_stats.stat (j);
389 302 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 303
393 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 305 int nstat = flag * i + ostat;
395 306
396 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
399 * to allow for that. 310 * to allow for that.
400 */ 311 */
401 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 313 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 315 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 316
408 if (nstat != ostat) 317 if (nstat != ostat)
409 { 318 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 319 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 320 potion_max = 0;
412 } 321 }
413 else if (i) 322 else if (i)
414 { 323 {
415 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
419 328
420 /* This section of code ups the characters normal stats also. I am not 329 /* 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 330 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 331 * recalculates this anyway.
423 */ 332 */
424 for (j = 0; j < NUM_STATS; j++) 333 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 335
427 check_stat_bounds (&(op->stats)); 336 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 337 } /* end of potion handling code */
429 } 338 }
430 339
431 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 341 * everything to set
433 */ 342 */
434 if (flag == -1) 343 if (flag == -1)
435 { 344 {
436 op->attacktype &= ~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 350 * and not the other move_ fields.
442 */ 351 */
443 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
444 } 353 }
445 354
446 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
449 */ 358 */
450 op->update_stats (); 359 op->update_stats ();
451 360
452 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 362 * print out message if this is a bow.
454 */ 363 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 365 {
457 success = 1; 366 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 406 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 407 {
499 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 409 * in that case, you don't actually land
501 */ 410 */
502 DIFF_MSG (flag, "You soar into the air air!.", 411 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.")); 412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 413 }
414
505 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 417
508 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 419 check_move_on (op, op);
510 } 420 }
511 421
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 423 * originally undead may change their status
514 */ 424 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 427 {
518 success = 1; 428 success = 1;
519 if (flag > 0) 429 if (flag > 0)
520 { 430 {
521 op->race = "undead"; 431 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 433 }
524 else 434 else
525 { 435 {
526 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 438 }
529 } 439 }
530 440
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 547 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 549 }
640 550
641 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
643 { 553 {
644 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
646 556
647 if (op->resist[i] != refop.resist[i]) 557 if (op->resist[i] != refop.resist[i])
656 } 566 }
657 } 567 }
658 568
659 if (!potion_max) 569 if (!potion_max)
660 { 570 {
661 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
662 { 572 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 573 if (int i = tmp->stats.stat (j))
664 { 574 {
665 success = 1; 575 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 577 }
668 } 578 }
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 (RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
684 593
685void 594void
686object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
687{ 596{
755 return; 664 return;
756 665
757 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
759 */ 668 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 670 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 672
764 stats.luck += diff; 673 stats.luck += diff;
765 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
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
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
816 747
817/* 748/*
818 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
823 */ 754 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
827 */ 757 */
828
829void 758void
830object::update_stats () 759object::update_stats ()
831{ 760{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
839 768
840 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 770 if (type == PLAYER)
842 { 771 {
843 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
845 774
846 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 776 contr->encumbrance = 0;
848 777
849 attacktype = 0; 778 attacktype = 0;
779
850 contr->digestion = 0; 780 contr->digestion = 0;
851 contr->gen_hp = 0; 781 contr->gen_hp = 0;
852 contr->gen_sp = 0; 782 contr->gen_sp = 0;
853 contr->gen_grace = 0; 783 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 785 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 786 }
866 787
867 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
868 790
869 slaying = 0; 791 slaying = 0;
870 792
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 794 {
876 798
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
880 802
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 807
886 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
813
891 chosen_skill = NULL; 814 chosen_skill = 0;
892 815
893 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
894 * archetype clone 817 * archetype clone
895 */ 818 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
897 820
898 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
899 { 822 {
900 if (resist[i] > 0) 823 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
902 else 825 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
904 potion_resist[i] = 0; 828 potion_resist[i] = 0;
905 } 829 }
906 830
907 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
909 833
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 839 * that their protection from physical goes down
916 */ 840 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 842 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 845 }
922 else 846 else
923 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
924 848
925 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 850 speed = arch->speed;
927 851
928 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
930 */ 854 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
933 { 856 {
857 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil
859 * then calls this function.
860 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue;
863
934 /* See note in map.c:update_position about making this additive 864 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here. 865 * since light sources are never applied, need to put check here.
936 */ 866 */
937 if (tmp->glow_radius > glow_radius) 867 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius; 868 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil
942 * then calls this function.
943 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue;
946 869
947 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
949 { 872 {
950 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
972 * in the praying skill, and the player should always get those. 895 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 896 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 897 * because the skill shouldn't count against body positions being used
975 * up, etc. 898 * up, etc.
976 */ 899 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
979 { 905 {
980 if (type == PLAYER) 906 if (type == PLAYER)
981 { 907 {
982 if (tmp->type == BOW) 908 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 909
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 contr->ranges[range_misc] = tmp; 911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
987 916
988 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 919
991 /* these are the items that currently can change digestion, regeneration, 920 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 921 {
1004 contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
1006 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 927 }
1011 } /* if this is a player */ 928 } /* if this is a player */
929 else
930 {
931 if (tmp->type == WEAPON)
932 current_weapon = tmp;
933 }
1012 934
1013 /* Update slots used for items */ 935 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 938 slot[i].used += tmp->slot[i].info;
1017 939
1018 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
1023 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 943
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 948 */
1030 if (tmp->type != POTION) 949 if (tmp->type != POTION)
1031 { 950 {
1032 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
1033 { 952 {
1034 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialised to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 955 */
1037 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
1038 { 957 {
1039 if (potion_resist[i]) 958 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 960 else
1042 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
1043 } 962 }
1044 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 965 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 967 }
1049 } 968 }
1050 969
1051 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
972 {
1053 attacktype |= tmp->attacktype; 973 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
977 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 979 }
1060 980
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 981 flag |= tmp->flag & copy_flags;
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 982
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
1071 985
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 987 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
1077 991
1078 if (tmp->stats.exp && tmp->type != SKILL) 992 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 993 {
1080 if (tmp->stats.exp > 0) 994 if (tmp->stats.exp > 0)
1081 { 995 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 996 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 998 }
1085 else 999 else
1086 added_speed += (float) tmp->stats.exp; 1000 added_speed += tmp->stats.exp;
1087 } 1001 }
1088 1002
1089 switch (tmp->type) 1003 switch (tmp->type)
1090 { 1004 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1091 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1093 case SKILL: 1016 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1095 break; 1019 break;
1096 1020
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1021 if (chosen_skill)
1022 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1102 1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1029 }
1030 else
1103 chosen_skill = tmp; 1031 chosen_skill = tmp;
1104 1032
1105 if (tmp->stats.dam > 0) 1033 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1034 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1109 1037
1110 if (weapon_speed < 0) 1038 if (weapon_speed < 0)
1111 weapon_speed = 0; 1039 weapon_speed = 0;
1112 1040
1113 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1043
1116 if (tmp->magic) 1044 if (tmp->magic)
1117 stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1118 } 1046 }
1119 1047
1120 if (tmp->stats.wc) 1048 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1049 wc -= tmp->stats.wc + tmp->magic;
1122 1050
1123 if (tmp->slaying != NULL) 1051 if (tmp->slaying)
1124 slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1125 1053
1126 if (tmp->stats.ac) 1054 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1055 ac -= tmp->stats.ac + tmp->magic;
1128 1056
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1059 }
1136 1060
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1061 break;
1146 1062
1147 case SHIELD: 1063 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1069 case HELMET:
1154 case BOOTS: 1070 case BOOTS:
1155 case GLOVES: 1071 case GLOVES:
1156 case CLOAK: 1072 case CLOAK:
1157 if (tmp->stats.wc) 1073 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1074 wc -= tmp->stats.wc + tmp->magic;
1159 1075
1160 if (tmp->stats.dam) 1076 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1077 stats.dam += tmp->stats.dam + tmp->magic;
1162 1078
1163 if (tmp->stats.ac) 1079 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1080 ac -= tmp->stats.ac + tmp->magic;
1165 1081
1166 break; 1082 break;
1167 1083
1084 case BOW:
1168 case WEAPON: 1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1170 1089
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1091 ac -= tmp->stats.ac + tmp->magic;
1173 1092
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1093 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1094 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1096
1178 if (weapon_speed < 0) 1097 if (weapon_speed < 0)
1179 weapon_speed = 0; 1098 weapon_speed = 0;
1180 1099
1181 slaying = tmp->slaying; 1100 slaying = tmp->slaying;
1101
1182 /* If there is desire that two handed weapons should do 1102 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1103 * extra strength damage, this is where the code should
1184 * go. 1104 * go.
1185 */ 1105 */
1186 current_weapon = tmp; 1106
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1107 if (type == PLAYER)
1108 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1109 contr->encumbrance += tmp->weight * 3 / 1000;
1110 }
1189 1111
1190 break; 1112 break;
1191 1113
1192 case ARMOUR: /* Only the best of these three are used: */ 1114 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1116 contr->encumbrance += tmp->weight / 1000;
1195 1117
1196 case BRACERS: 1118 case BRACERS:
1197 case FORCE: 1119 case FORCE:
1198 if (tmp->stats.wc) 1120 if (tmp->stats.wc)
1199 { 1121 {
1221 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1222 1144
1223 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1225 1147
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1148 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1150
1229 break; 1151 break;
1230 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1231 } /* item is equipped */ 1153 } /* item is equipped */
1232 } /* for loop of items */ 1154 } /* for loop of items */
1239 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1165 */
1244 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1167 {
1246 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1247 1169
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1249 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1250 } 1172 }
1251 1173
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1174 if (type == PLAYER)
1254 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1183 int pl_level;
1256 1184
1257 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1258 pl_level = level; 1186 pl_level = level;
1259 1187
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1262 1190
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* You basically get half a con bonus/level. But we do take into account rounding,
1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1193 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1196 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1198
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1273 j++; 1201 j++;
1274 else 1202 else
1275 j--; 1203 j--;
1276 }
1277 1204
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1206 }
1280 1207
1281 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1209
1284 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1286 1212
1287 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1300 1226
1301 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1228 stats.maxsp = 1;
1303 else 1229 else
1304 { 1230 {
1305 sp_tmp = 0.0; 1231 float sp_tmp = 0.f;
1306 1232
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1234 {
1309 float stmp; 1235 float stmp;
1310 1236
1311 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1312 if (i < 2) 1238 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1240 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1242
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1321 } 1244 }
1322 1245
1323 stats.maxsp = (int) sp_tmp; 1246 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1324
1325 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2;
1327 } 1247 }
1248
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1251
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1254 grace_obj = this;
1335 1255
1340 /* store grace in a float - this way, the divisions below don't create 1260 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1261 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1262 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1264 */
1345 sp_tmp = 0.0; 1265 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1268 {
1348 float grace_tmp = 0.0; 1269 float grace_tmp = 0.f;
1349 1270
1350 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1351 if (i < 2) 1272 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1274 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1276
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1362 } 1278 }
1363 1279
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1282 }
1283
1370 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1371 1285
1372 if (contr->braced) 1286 if (contr->braced)
1373 { 1287 {
1374 ac += 2; 1288 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1390 */ 1304 */
1305 object *wc_obj = chosen_skill;
1391 1306
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1308 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1395 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1396 { 1312 {
1397 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1314 if (!(i % 6))
1399 wc--; 1315 wc--;
1316
1400 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1320 }
1404 } 1321 }
1405 else 1322 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1323 wc -= level + thaco_bonus[stats.Str];
1407 1324
1408 stats.dam += dam_bonus[stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1409 1326
1410 if (stats.dam < 1) 1327 if (stats.dam < 1)
1411 stats.dam = 1; 1328 stats.dam = 1;
1412 1329
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1414 1331
1415 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1333 speed -= 1;
1417 1334
1418 if (attacktype == 0) 1335 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1420
1421 } /* End if player */ 1337 } /* End if player */
1422 1338
1423 if (added_speed >= 0) 1339 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1340 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1342 speed /= 1.f - added_speed;
1427 1343
1428 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1429 if (speed > max) 1345 speed = min (speed, max_speed);
1430 speed = max;
1431 1346
1432 if (type == PLAYER) 1347 if (type == PLAYER)
1433 { 1348 {
1434 /* f is a number the represents the number of kg above (positive num) 1349 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above 1350 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1438 */ 1353 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1355 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1357 }
1443 1358
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1445 1361
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1364 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1452 speed = 0.01; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1453 1370
1454 if (type == PLAYER) 1371 if (type == PLAYER)
1455 { 1372 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1375 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1462 */ 1377 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1379 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1380 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1381 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1382 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1384
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1385 K *= (4 + level) * 1.2f / (6 + level);
1386
1470 if (K <= 0) 1387 if (K <= 0.01f)
1471 K = 0.01; 1388 K = 0.01f;
1472 S = speed / (K * s); 1389
1473 contr->weapon_sp = S; 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1391 }
1475 1392
1476 /* I want to limit the power of small monsters with big weapons: */ 1393 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1479 1396
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1398 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1399
1498 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1401 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1406 if (move_type == 0)
1505 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1508 1410
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1412 * so we will check that now.
1514 */ 1413 */
1515 if (type == PLAYER) 1414 if (type == PLAYER)
1516 { 1415 {
1517 esrv_update_stats (contr); 1416 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1417 esrv_update_spells (contr);
1519 } 1418 }
1419
1420 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0;
1520} 1423}
1521 1424
1522/* 1425/*
1523 * Returns true if the given player is a legal class. 1426 * Returns true if the given player is a legal class.
1524 * The function to add and remove class-bonuses to the stats doesn't 1427 * The function to add and remove class-bonuses to the stats doesn't
1527 * false otherwise. 1430 * false otherwise.
1528 */ 1431 */
1529int 1432int
1530allowed_class (const object *op) 1433allowed_class (const object *op)
1531{ 1434{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1435 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1436 && op->stats.Str > 0
1437 && op->stats.Con > 0
1438 && op->stats.Int > 0
1439 && op->stats.Wis > 0
1440 && op->stats.Pow > 0
1441 && op->stats.Cha > 0;
1534} 1442}
1535 1443
1536/* 1444/*
1537 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1567 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */ 1476 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1571 1479
1572 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1573 1481
1574 /* now set the new title */ 1482 /* now set the new title */
1575 if (pl->contr != NULL) 1483 if (pl->contr)
1576 { 1484 {
1577 if (level == 0) 1485 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1579 else if (level == 1) 1487 else if (level == 1)
1580 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1609 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1520
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1617 { 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1525 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1527 skin = tmp;
1622 } 1528
1623 }
1624 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1530 if (abil == NULL)
1626 return; 1531 return;
1627 1532
1628 /* The ability_force keeps track of maximum level ever achieved. 1533 /* The ability_force keeps track of maximum level ever achieved.
1672 if (!skill_obj) 1577 if (!skill_obj)
1673 { 1578 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1675 return NULL; 1580 return NULL;
1676 } 1581 }
1582
1677 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1584 * still doesn't know it.
1679 */ 1585 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1588 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1684 1590
1685 if (op->contr) 1591 if (player *pl = op->contr)
1686 { 1592 {
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns) 1594 if (pl->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 } 1596 }
1691 1597
1692 return skill_obj; 1598 return skill_obj;
1693} 1599}
1694
1695 1600
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1604 * don't really gain levels
1702 */ 1607 */
1703void 1608void
1704player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1705{ 1610{
1706 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1707 1613
1708 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1709 op = who; 1615 op = who;
1710 1616
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1618 {
1619 changed = true;
1620
1713 op->level++; 1621 op->level++;
1714 1622
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1716 dragon_level_gain (who); 1624 dragon_level_gain (who);
1717 1625
1718 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1628 {
1721 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1722 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1630 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1723 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724 } 1632 }
1725 1633
1726 who->update_stats ();
1727 if (op->level > 1) 1634 if (op->level > 1)
1728 { 1635 {
1729 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1731 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1732 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1646
1733 if (who) 1647 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1649 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1650 }
1651
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1653 {
1654 changed = true;
1655
1740 op->level--; 1656 op->level--;
1741 who->update_stats (); 1657
1742 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1743 { 1659 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1662 }
1747 player_lvl_adj (who, op); /* To decrease more levels */ 1663 }
1664
1665 if (changed)
1748 } 1666 {
1749 1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1750 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr);
1752 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1753} 1672}
1754 1673
1755/* 1674/*
1756 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
1760sint64 1679sint64
1761level_exp (int level, double expmul) 1680level_exp (int level, double expmul)
1762{ 1681{
1763 if (level > settings.max_level) 1682 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1765 return (sint64) (expmul * levels[level]); 1685 return (sint64) (expmul * levels[level]);
1766} 1686}
1767 1687
1768/* 1688/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1689 * Ensure that the permanent experience requirements in an exp object are met.
1806 sint64 limit, exp_to_add; 1726 sint64 limit, exp_to_add;
1807 int i; 1727 int i;
1808 1728
1809 /* prevents some forms of abuse. */ 1729 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1730 if (op->contr->braced)
1811 exp = exp / 5; 1731 exp /= 5;
1812 1732
1813 /* Try to find the matching skill. 1733 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1734 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1735 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1736 * the players inventory.
1817 */ 1737 */
1818 if (skill_name) 1738 if (skill_name)
1819 { 1739 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1872 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1873 player_lvl_adj (op, tmp);
1954 } 1874 }
1955 } 1875 }
1876
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1877 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1878 {
1958 del_exp = check_exp_loss (op, exp); 1879 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1880 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1881 player_lvl_adj (op, NULL);
1961 } 1882 }
1962} 1883}
1963
1964
1965 1884
1966/* change_exp() - changes experience to a player/monster. This 1885/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1886 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1887 *
1969 * The exp passed is typically not modified much by this function - 1888 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1889 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1890 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1891 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1892 * these last two values are only used for players.
1974 */ 1893 */
1975
1976void 1894void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1895change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1896{
1979
1980#ifdef EXP_DEBUG 1897#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1899#endif
1983 1900
1984 /* safety */ 1901 /* safety */
2025 else 1942 else
2026 /* note that when you lose exp, it doesn't go against 1943 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1944 * a particular skill, so we don't need to pass that
2028 * along. 1945 * along.
2029 */ 1946 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1947 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1948 }
2033} 1949}
2034 1950
2035/* Applies a death penalty experience, the size of this is defined by the 1951/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1952 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1953 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1954 */
2039
2040void 1955void
2041apply_death_exp_penalty (object *op) 1956apply_death_exp_penalty (object *op)
2042{ 1957{
2043 object *tmp; 1958 object *tmp;
2044 sint64 loss; 1959 sint64 loss;
2066 player_lvl_adj (op, tmp); 1981 player_lvl_adj (op, tmp);
2067 } 1982 }
2068 1983
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1984 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986
2071 if (level_loss < 0) 1987 if (level_loss < 0)
2072 level_loss = 0; 1988 level_loss = 0;
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2074 1990
2075 op->stats.exp -= loss; 1991 op->stats.exp -= loss;

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines