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Comparing deliantra/server/common/living.C (file contents):
Revision 1.23 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.115 by root, Fri Apr 2 03:41:24 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
349 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 265 */
351#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 268
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 270
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
377 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 296
380 if (op->type == PLAYER) 297 if (op->type == PLAYER)
381 { 298 {
382 if (tmp->type == POTION) 299 if (tmp->type == POTION)
383 { 300 {
384 potion_max = 1; 301 potion_max = 1;
302
385 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
386 { 304 {
387 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
388 306 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 316 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 318 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 319
407 if (nstat != ostat) 320 if (nstat != ostat)
408 { 321 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 323 potion_max = 0;
411 } 324 }
412 else if (i) 325 else if (i)
413 { 326 {
414 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
418 331
419 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 334 * recalculates this anyway.
422 */ 335 */
423 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 338
426 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 340 } /* end of potion handling code */
428 } 341 }
429 342
430 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 344 * everything to set
432 */ 345 */
433 if (flag == -1) 346 if (flag == -1)
434 { 347 {
435 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 353 * and not the other move_ fields.
441 */ 354 */
442 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
443 } 356 }
444 357
445 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
448 */ 361 */
449 op->update_stats (); 362 op->update_stats ();
450 363
451 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 365 * print out message if this is a bow.
453 */ 366 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 368 {
456 success = 1; 369 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 371 }
459 372
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 374 {
462 success = 1; 375 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 377 }
465 378
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 380 {
468 success = 1; 381 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 383 }
471 384
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 386 {
474 success = 1; 387 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 389 }
477 390
479 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 395 * from fly high)
483 */ 396 */
484 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
485 { 398 {
486 success = 1; 399 success = 1;
487 400
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
490 */ 403 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 405 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 407 }
495 408
496 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 410 {
498 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 412 * in that case, you don't actually land
500 */ 413 */
501 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 416 }
417
504 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 420 }
510 421
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 423 * originally undead may change their status
513 */ 424 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 427 {
517 success = 1; 428 success = 1;
518 if (flag > 0) 429 if (flag > 0)
519 { 430 {
520 op->race = "undead"; 431 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 433 }
523 else 434 else
524 { 435 {
525 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 438 }
528 } 439 }
529 440
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 442 {
532 success = 1; 443 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 445 }
535 446
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 448 {
538 success = 1; 449 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 451 }
541 452
542 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 454 * vision
544 */ 455 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
546 { 457 {
547 success = 1; 458 success = 1;
548 if (flag > 0) 459 if (flag > 0)
549 { 460 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 463 else
553 { 464 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
557 op->contr->do_los = 1; 468 op->contr->do_los = 1;
558 } 469 }
559 } 470 }
560 else 471 else
561 { 472 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 475 else
565 { 476 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
569 op->contr->do_los = 1; 480 op->contr->do_los = 1;
570 } 481 }
571 } 482 }
572 } 483 }
573 484
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 486 {
576 success = 1; 487 success = 1;
577 if (op->type == PLAYER) 488 if (op->type == PLAYER)
578 op->contr->do_los = 1; 489 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 491 }
581 492
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 494 {
584 success = 1; 495 success = 1;
585 if (flag > 0) 496 if (flag > 0)
586 { 497 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 500 else
590 { 501 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 503 if (op->type == PLAYER)
593 op->contr->do_los = 1; 504 op->contr->do_los = 1;
594 } 505 }
595 } 506 }
596 else 507 else
597 { 508 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 511 else
601 { 512 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 514 if (op->type == PLAYER)
636 success = 1; 547 success = 1;
637 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.");
638 } 549 }
639 550
640 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
642 { 553 {
643 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
645 556
646 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
647 { 558 {
648 success = 1; 559 success = 1;
560
649 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 563 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 565
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 567 }
656 } 568 }
657 569
658 if (!potion_max) 570 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
661 { 572 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 573 {
664 success = 1; 574 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 576 }
667 }
668 }
669 577
670 return success; 578 return success;
671} 579}
672 580
673/* 581/*
674 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 584 */
677
678void 585void
679object::drain_stat () 586object::drain_stat ()
680{ 587{
681 drain_specific_stat (RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
682} 589}
683 590
684void 591void
685object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
686{ 593{
687 object *tmp; 594 object *tmp;
688 archetype *at; 595 archetype *at;
689 596
690 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
691 if (!at) 598 if (!at)
692 { 599 {
693 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return; 601 return;
695 } 602 }
697 { 604 {
698 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
699 606
700 if (!tmp) 607 if (!tmp)
701 { 608 {
702 tmp = arch_to_object (at); 609 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
705 } 612 }
706 } 613 }
707 614
715 * via an applied bad_luck object. 622 * via an applied bad_luck object.
716 */ 623 */
717void 624void
718object::change_luck (int value) 625object::change_luck (int value)
719{ 626{
720 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
721 if (!at) 628 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
723 else 630 else
724 { 631 {
725 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
727 if (!tmp) 634 if (!tmp)
728 { 635 {
729 if (!value) 636 if (!value)
730 return; 637 return;
731 638
732 tmp = arch_to_object (at); 639 tmp = at->instance ();
733 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
735 } 642 }
736 643
737 if (value) 644 if (value)
754 return; 661 return;
755 662
756 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
758 */ 665 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 667 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 669
763 stats.luck += diff; 670 stats.luck += diff;
764 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 679 */
773void 680void
774object::remove_statbonus () 681object::remove_statbonus ()
775{ 682{
776 stats.Str -= arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 684 {
778 stats.Con -= arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 686 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 688 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 689}
792 690
793/* 691/*
794 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 693 */
796void 694void
797object::add_statbonus () 695object::add_statbonus ()
798{ 696{
799 stats.Str += arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 698 {
801 stats.Con += arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 700 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 702 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
815 744
816/* 745/*
817 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
822 */ 751 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
826 */ 754 */
827
828void 755void
829object::update_stats () 756object::update_stats ()
830{ 757{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 767
838 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 769 if (type == PLAYER)
840 { 770 {
771 contr->delayed_update = false;
772
841 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
843 775
844 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 777 contr->encumbrance = 0;
846 778
847 attacktype = 0; 779 attacktype = 0;
780
848 contr->digestion = 0; 781 contr->digestion = 0;
849 contr->gen_hp = 0; 782 contr->gen_hp = 0;
850 contr->gen_sp = 0; 783 contr->gen_sp = 0;
851 contr->gen_grace = 0; 784 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 786 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 787 }
864 788
865 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
866 791
867 slaying = 0; 792 slaying = 0;
868 793
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 795 {
874 799
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
878 803
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 808
884 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
889 chosen_skill = NULL;
890 814
891 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
892 * archetype clone 816 * archetype clone
893 */ 817 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
895 819
896 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
897 { 821 {
898 if (resist[i] > 0) 822 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
900 else 824 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
826
902 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
903 } 828 }
904 829
905 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
907 832
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 838 * that their protection from physical goes down
914 */ 839 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 841 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 844 }
920 else 845 else
921 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
922 847
923 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 849 speed = arch->speed;
850
851 chosen_skill = 0;
925 852
926 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
928 */ 855 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
931 { 857 {
932 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here.
934 */
935 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius;
937
938 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 860 * then calls this function.
941 */ 861 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue; 863 continue;
864
865 glow_radius += tmp->glow_radius;
944 866
945 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
947 { 869 {
948 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
961 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
962 grace_obj = tmp; 884 grace_obj = tmp;
963 } 885 }
964 } 886 }
965 887
966 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
967 * objects need to make adjustments. 889 * objects need to make adjustments.
968 * This block should handle all player specific changes 890 * This block should handle all player specific changes
969 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
970 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
973 * up, etc. 895 * up, etc.
974 */ 896 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
977 { 901 {
978 if (type == PLAYER) 902 if (type == PLAYER)
979 { 903 {
980 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 905
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985
986 for (i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 907 stat_sum [i] += tmp->stats.stat (i);
988 908
989 /* these are the items that currently can change digestion, regeneration, 909 if (digest_types [tmp->type])
990 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array.
992 */
993 if ((tmp->type == WEAPON) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 (tmp->type == SKILL))
1001 { 910 {
1002 contr->digestion += tmp->stats.food; 911 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
1004 contr->gen_sp += tmp->stats.sp; 914 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 915 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 916 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 917 }
1009 } /* if this is a player */ 918 } /* if this is a player */
919 else
920 {
921 if (tmp->type == WEAPON)
922 current_weapon = tmp;
923 }
1010 924
1011 /* Update slots used for items */ 925 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 928 slot[i].used += tmp->slot[i].info;
1015 929
1016 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1;
1021 }
1022 932
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 937 */
938 if (tmp->type == POTION_EFFECT)
939 for (int i = 0; i < NROFATTACKS; i++)
940 max_it (potion_resist[i], tmp->resist[i]);
1028 if (tmp->type != POTION) 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
943 if (tmp->resist[i] > 0)
944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
945 else if (tmp->resist[i] < 0)
946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
947
948 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM)
1029 { 950 {
1030 for (i = 0; i < NROFATTACKS; i++) 951 attacktype |= tmp->attacktype;
1031 { 952 path_attuned |= tmp->path_attuned;
1032 /* Potential for cursed potions, in which case we just can use 953 path_repelled |= tmp->path_repelled;
1033 * a straight MAX, as potion_resist is initialised to zero. 954 path_denied |= tmp->path_denied;
1034 */ 955 move_type |= tmp->move_type;
1035 if (tmp->type == POTION_EFFECT) 956 stats.luck += tmp->stats.luck;
1036 {
1037 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else
1040 potion_resist[i] = tmp->resist[i];
1041 }
1042 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1046 }
1047 } 957 }
1048 958
1049 /* There may be other things that should not adjust the attacktype */ 959 flag |= tmp->flag & copy_flags;
1050 if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 attacktype |= tmp->attacktype;
1052 960
1053 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied;
1056 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type;
1058
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1063 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1064 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1065 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1066
1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1068 SET_FLAG (this, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
1069 963
964 //TODO: copy_flags?
1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071 { 966 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
1073 invisible = 1; 968 invisible = 1;
1074 } 969 }
1075 970
1076 if (tmp->stats.exp && tmp->type != SKILL) 971 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 972 {
1078 if (tmp->stats.exp > 0) 973 if (tmp->stats.exp > 0)
1079 { 974 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 975 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 977 }
1083 else 978 else
1084 added_speed += (float) tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1085 } 980 }
1086 981
1087 switch (tmp->type) 982 switch (tmp->type)
1088 { 983 {
1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */
1091 case SKILL: 984 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 985 {
986 // some skills will end up here without counting as "applied"
987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY)
1093 break; 988 break;
1094 989
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 990 if (chosen_skill)
991 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
993 &name, &chosen_skill->name, &tmp->name);
1100 994
995 tmp->flag [FLAG_APPLIED] = false;
996 update_stats ();
997 return;
998 }
999
1101 chosen_skill = tmp; 1000 chosen_skill = tmp;
1102 1001
1103 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1107 1006
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 1009
1114 if (tmp->magic) 1010 if (tmp->magic)
1115 stats.dam += tmp->magic; 1011 stats.dam += tmp->magic;
1116 } 1012 }
1117 1013
1118 if (tmp->stats.wc) 1014 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1015 wc -= tmp->stats.wc + tmp->magic;
1120 1016
1121 if (tmp->slaying != NULL) 1017 if (tmp->slaying)
1122 slaying = tmp->slaying; 1018 slaying = tmp->slaying;
1123 1019
1124 if (tmp->stats.ac) 1020 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1021 ac -= tmp->stats.ac + tmp->magic;
1126 1022
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1024 contr->encumbrance += 3 * tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1025 }
1134 1026
1135 case SKILL_TOOL:
1136 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138
1139 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1027 break;
1144 1028
1145 case SHIELD: 1029 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1148 case RING: 1033 case RING:
1149 case AMULET: 1034 case AMULET:
1150 case GIRDLE: 1035 case GIRDLE:
1151 case HELMET: 1036 case HELMET:
1152 case BOOTS: 1037 case BOOTS:
1153 case GLOVES: 1038 case GLOVES:
1154 case CLOAK: 1039 case CLOAK:
1155 if (tmp->stats.wc) 1040 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1041 wc -= tmp->stats.wc + tmp->magic;
1157 1042
1158 if (tmp->stats.dam) 1043 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1044 stats.dam += tmp->stats.dam + tmp->magic;
1160 1045
1161 if (tmp->stats.ac) 1046 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1047 ac -= tmp->stats.ac + tmp->magic;
1163 1048
1164 break; 1049 break;
1165 1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1056 case BOW:
1166 case WEAPON: 1057 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic); 1058 wc -= tmp->stats.wc + tmp->magic;
1168 1059
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1171 1062
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1063 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1066
1176 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1177 weapon_speed = 0; 1068 weapon_speed = 0;
1178 1069
1179 slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1071
1180 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1182 * go. 1074 * go.
1183 */ 1075 */
1184 current_weapon = tmp; 1076
1077 if (type == PLAYER)
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1078 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1187 1080
1188 break; 1081 break;
1189 1082
1190 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1085 contr->encumbrance += tmp->weight / 1000;
1193 1086
1194 case BRACERS: 1087 case BRACERS:
1195 case FORCE: 1088 case FORCE:
1196 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1197 { 1090 {
1214 else /* To nullify the below effect */ 1107 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1108 ac += tmp->stats.ac + tmp->magic;
1216 } 1109 }
1217 1110
1218 if (tmp->stats.wc) 1111 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1112 wc -= tmp->stats.wc + tmp->magic;
1220 1113
1221 if (tmp->stats.ac) 1114 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1115 ac -= tmp->stats.ac + tmp->magic;
1223 1116
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1117 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1119
1227 break; 1120 break;
1228 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1229 } /* item is equipped */ 1122 } /* item is equipped */
1230 } /* for loop of items */ 1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1231 1126
1232 /* We've gone through all the objects the player has equipped. For many things, we 1127 /* We've gone through all the objects the player has equipped. For many things, we
1233 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1234 */ 1129 */
1235 1130
1237 * If there is an uncursed potion in effect, granting more protection 1132 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1133 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1134 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1135 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1136 */
1242 for (i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1138 {
1244 resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1245 1140
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1247 resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1248 } 1144 }
1249 1145
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1146 if (type == PLAYER)
1252 { 1147 {
1148 // clamp various player stats
1149 for (int i = 0; i < NUM_STATS; ++i)
1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1153
1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1155
1156 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1157 int pl_level;
1254 1158
1255 check_stat_bounds (&(stats));
1256 pl_level = level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1160
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1163 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1164 stats.maxhp = 0;
1165 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1166 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1167 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1168
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1169 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1170 if (con_bonus[stats.Con] > 0)
1271 j++; 1171 j++;
1272 else 1172 else
1273 j--; 1173 j--;
1274 }
1275 1174
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1175 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1176 }
1278 1177
1279 for (i = 11; i <= level; i++) 1178 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1179
1282 if (stats.hp > stats.maxhp) 1180 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1181 stats.hp = stats.maxhp;
1284 1182
1285 /* Sp gain is controlled by the level of the player's 1183 /* Sp gain is controlled by the level of the player's
1298 1196
1299 if (mana_obj == this && type == PLAYER) 1197 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1198 stats.maxsp = 1;
1301 else 1199 else
1302 { 1200 {
1303 sp_tmp = 0.0; 1201 float sp_tmp = 0.f;
1304 1202
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1203 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1204 {
1307 float stmp; 1205 float stmp;
1308 1206
1309 /* Got some extra bonus at first level */ 1207 /* Got some extra bonus at first level */
1310 if (i < 2) 1208 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1210 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1212
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1213 sp_tmp += max (1.f, stmp);
1319 } 1214 }
1320 1215
1321 stats.maxsp = (int) sp_tmp; 1216 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 } 1217 }
1218
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1219 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1220 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1221
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1222 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1223 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1224 grace_obj = this;
1333 1225
1338 /* store grace in a float - this way, the divisions below don't create 1230 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1231 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1232 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1233 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1234 */
1343 sp_tmp = 0.0; 1235 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1236
1237 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1238 {
1346 float grace_tmp = 0.0; 1239 float grace_tmp = 0.f;
1347 1240
1348 /* Got some extra bonus at first level */ 1241 /* Got some extra bonus at first level */
1349 if (i < 2) 1242 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1243 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1244 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1245 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1246
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1247 sp_tmp += max (1.f, grace_tmp);
1360 } 1248 }
1361 1249
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1250 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1251 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1252 }
1253
1368 /* No limit on grace vs maxgrace */ 1254 /* No limit on grace vs maxgrace */
1369 1255
1370 if (contr->braced) 1256 if (contr->braced)
1371 { 1257 {
1372 ac += 2; 1258 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1270 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1271 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1272 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1273 * monster bonus the same as before. -b.t.
1388 */ 1274 */
1275 object *wc_obj = chosen_skill;
1389 1276
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1277 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1278 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1279 wc -= wc_obj->level + thaco_bonus[stats.Str];
1280
1393 for (i = 1; i < wc_obj->level; i++) 1281 for (int i = 1; i < wc_obj->level; i++)
1394 { 1282 {
1395 /* addtional wc every 6 levels */ 1283 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1284 if (!(i % 6))
1397 wc--; 1285 wc--;
1286
1398 /* addtional dam every 4 levels. */ 1287 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1288 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1289 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1290 }
1402 } 1291 }
1403 else 1292 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1293 wc -= level + thaco_bonus[stats.Str];
1405 1294
1406 stats.dam += dam_bonus[stats.Str]; 1295 stats.dam += dam_bonus[stats.Str];
1407 1296
1408 if (stats.dam < 1) 1297 if (stats.dam < 1)
1409 stats.dam = 1; 1298 stats.dam = 1;
1410 1299
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1300 speed = 1.f + speed_bonus[stats.Dex];
1412 1301
1413 if (settings.search_items && contr->search_str[0]) 1302 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1303 speed -= 1;
1415
1416 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */ 1304 } /* End if player */
1420 1305
1421 if (added_speed >= 0) 1306 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1307 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1308 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1309 speed /= 1.f - added_speed;
1425 1310
1426 /* Max is determined by armour */ 1311 /* Max is determined by armour */
1427 if (speed > max) 1312 speed = min (speed, max_speed);
1428 speed = max;
1429 1313
1430 if (type == PLAYER) 1314 if (type == PLAYER)
1431 { 1315 {
1432 /* f is a number the represents the number of kg above (positive num) 1316 /* f is a number the represents the number of kg above (positive num)
1433 * or below (negative number) that the player is carrying. If above 1317 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1318 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1319 * much above he is, and what is max carry is
1436 */ 1320 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1321 float f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1322 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1323 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1324 }
1441 1325
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1326 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease;
1443 1328
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1329 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1331 */
1447 speed = speed * speed_reduce_from_disease; 1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1448 1333
1449 if (speed < 0.01 && type == PLAYER) 1334 if (speed != old_speed)
1450 speed = 0.01; 1335 set_speed (speed);
1451 1336
1452 if (type == PLAYER) 1337 if (type == PLAYER)
1453 { 1338 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1339 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1340 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1341 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1342 * that would just be a real pain to read.
1460 */ 1343 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1344 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1345 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1346 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1347 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1348 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1349 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1350
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1351 K *= (4 + level) * 1.2f / (6 + level);
1352
1468 if (K <= 0) 1353 if (K <= 0.01f)
1469 K = 0.01; 1354 K = 0.01f;
1470 S = speed / (K * s); 1355
1471 contr->weapon_sp = S; 1356 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1357 }
1473 1358
1474 /* I want to limit the power of small monsters with big weapons: */ 1359 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1360 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1361 stats.dam = arch->stats.dam * 3;
1477 1362
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1363 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1364 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495 1365
1496 /* if for some reason the creature doesn't have any move type, 1366 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1367 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1368 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1369 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1372 if (move_type == 0)
1503 move_type = MOVE_WALK; 1373 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1375 move_type &= ~MOVE_WALK;
1506 1376
1507 set_speed (speed); 1377 // now apply the new move_type
1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1508 1380
1509 /* It is quite possible that a player's spell costing might have changed, 1381 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1382 * so we will check that now.
1511 */ 1383 */
1512 if (type == PLAYER) 1384 if (is_player ())
1385 contr->update_spells ();
1386
1387 // update the mapspace, if we are on a map
1388 if (!flag [FLAG_REMOVED] && map)
1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
1396
1397 if (is_on_map ())
1398 update_all_los (map, x, y);
1399 else if (object *env = outer_env ())
1513 { 1400 {
1514 esrv_update_stats (contr); 1401 env->update_stats ();
1515 esrv_update_spells (contr); 1402
1403 if (env->is_on_map ())
1404 update_all_los (env->map, env->x, env->y);
1516 } 1405 }
1517} 1406}
1518 1407
1519/* 1408/*
1520 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1524 * false otherwise. 1413 * false otherwise.
1525 */ 1414 */
1526int 1415int
1527allowed_class (const object *op) 1416allowed_class (const object *op)
1528{ 1417{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1418 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1419 && op->stats.Str > 0
1420 && op->stats.Con > 0
1421 && op->stats.Int > 0
1422 && op->stats.Wis > 0
1423 && op->stats.Pow > 0
1424 && op->stats.Cha > 0;
1531} 1425}
1532 1426
1533/* 1427/*
1534 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1536 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1537 *
1538 * Note that the title is written to 'own_title' in the
1539 * player struct. This should be changed to 'ext_title'
1540 * as soon as clients support this!
1541 * Please, anyone, write support for 'ext_title'.
1542 */ 1431 */
1543void 1432void
1544set_dragon_name (object *pl, const object *abil, const object *skin) 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1545{ 1434{
1546 int atnr = -1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1564 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1565 or else at random */ 1454 or else at random */
1566 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1455 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 atnr = abil->stats.exp; 1456 atnr = abil->stats.exp;
1568 1457
1569 level = (int) (level / 5.);
1570
1571 /* now set the new title */ 1458 /* now set the new title */
1572 if (pl->contr != NULL)
1573 {
1574 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1459 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576 else if (level == 1)
1577 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1460 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1578 else if (level == 2)
1579 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1461 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1580 else if (level == 3)
1581 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1582 else 1463 else
1583 { 1464 {
1584 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1585 if (skin->resist[atnr] > 80)
1586 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1587 else if (skin->resist[atnr] > 50)
1588 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1589 else
1590 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1591 }
1592 } 1469 }
1593 1470
1594 strcpy (pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1595} 1472}
1596 1473
1597/* 1474/*
1598 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1599 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1600 * or change the ability-focus. 1477 * or change the ability-focus.
1601 */ 1478 */
1602void 1479static void
1603dragon_level_gain (object *who) 1480dragon_level_gain (object *who)
1604{ 1481{
1605 object *abil = NULL; /* pointer to dragon ability force */ 1482 object *abil = NULL; /* pointer to dragon ability force */
1606 object *skin = NULL; /* pointer to dragon skin force */ 1483 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1485 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1486
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1487 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1488 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1489 if (tmp->type == FORCE)
1614 { 1490 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1491 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1492 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1493 skin = tmp;
1619 } 1494
1620 }
1621 /* if the force is missing -> bail out */ 1495 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1496 if (abil == NULL)
1623 return; 1497 return;
1624 1498
1625 /* The ability_force keeps track of maximum level ever achieved. 1499 /* The ability_force keeps track of maximum level ever achieved.
1666 object *skill_obj; 1540 object *skill_obj;
1667 1541
1668 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669 if (!skill_obj) 1543 if (!skill_obj)
1670 { 1544 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1672 return NULL; 1546 return NULL;
1673 } 1547 }
1548
1674 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1550 * still doesn't know it.
1676 */ 1551 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1554 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1555 op->insert (skill_obj);
1681 if (op->contr) 1556
1682 { 1557 if (player *pl = op->contr)
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1558 pl->link_skills ();
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1559
1685 }
1686 return skill_obj; 1560 return skill_obj;
1687} 1561}
1688
1689 1562
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1564 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1565 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1566 * don't really gain levels
1696 */ 1569 */
1697void 1570void
1698player_lvl_adj (object *who, object *op) 1571player_lvl_adj (object *who, object *op)
1699{ 1572{
1700 char buf[MAX_BUF]; 1573 char buf[MAX_BUF];
1574 bool changed = false;
1701 1575
1702 if (!op) /* when rolling stats */ 1576 if (!op) /* when rolling stats */
1703 op = who; 1577 op = who;
1704 1578
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1579 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1580 {
1581 changed = true;
1582
1707 op->level++; 1583 op->level++;
1708 1584
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1710 dragon_level_gain (who); 1586 dragon_level_gain (who);
1711 1587
1712 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1590 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1591 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1716 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1592 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1717 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1593 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1594 }
1719 1595
1720 who->update_stats ();
1721 if (op->level > 1) 1596 if (op->level > 1)
1722 { 1597 {
1723 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1599 {
1600 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1601 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1602 }
1725 else 1603 else
1604 {
1605 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1606 sprintf (buf, "You are now level %d.", op->level);
1607 }
1608
1727 if (who) 1609 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1611 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1612 }
1613
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1614 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1615 {
1616 changed = true;
1617
1734 op->level--; 1618 op->level--;
1735 who->update_stats (); 1619
1736 if (op->type != PLAYER) 1620 if (op->type != PLAYER)
1737 { 1621 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1624 }
1741 player_lvl_adj (who, op); /* To decrease more levels */
1742 } 1625 }
1743 1626
1744 /* check if the spell data has changed */ 1627 if (changed)
1745 esrv_update_stats (who->contr); 1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1746 esrv_update_spells (who->contr);
1747} 1629}
1748 1630
1749/* 1631/*
1750 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1754sint64 1636sint64
1755level_exp (int level, double expmul) 1637level_exp (int level, double expmul)
1756{ 1638{
1757 if (level > settings.max_level) 1639 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1640 return (sint64) (expmul * levels[settings.max_level]);
1641
1759 return (sint64) (expmul * levels[level]); 1642 return (sint64) (expmul * levels[level]);
1760} 1643}
1761 1644
1762/* 1645/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1646 * Ensure that the permanent experience requirements in an exp object are met.
1794 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1795 */ 1678 */
1796static void 1679static void
1797add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1798{ 1681{
1799 object *skill_obj = NULL; 1682 object *skill_obj;
1800 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1801 int i; 1684 int i;
1802 1685
1803 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1687 if (op->contr->braced)
1805 exp = exp / 5; 1688 exp /= 5;
1806 1689
1807 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1693 * the players inventory.
1811 */ 1694 */
1695 skill_obj = 0;
1696
1812 if (skill_name) 1697 if (skill_name)
1813 { 1698 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1699 skill_obj = op->contr->find_skill (skill_name);
1815 skill_obj = op->chosen_skill;
1816 else
1817 {
1818 for (i = 0; i < NUM_SKILLS; i++)
1819 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1820 {
1821 skill_obj = op->contr->last_skill_ob[i];
1822 break;
1823 }
1824 1700
1825 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1826 * it to the player if necessary 1702 * it to the player if necessary
1827 */ 1703 */
1828 if (!skill_obj) 1704 if (!skill_obj)
1829 { 1705 {
1830 if (flag == SK_EXP_NONE) 1706 if (flag == SK_EXP_NONE)
1831 return; 1707 return;
1708
1832 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1833 give_skill_by_name (op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1834 }
1835 } 1711 }
1836 } 1712 }
1837 1713
1838 if (flag != SK_EXP_SKILL_ONLY) 1714 if (flag != SK_EXP_SKILL_ONLY)
1839 { 1715 {
1872 player_lvl_adj (op, skill_obj); 1748 player_lvl_adj (op, skill_obj);
1873 } 1749 }
1874} 1750}
1875 1751
1876/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1877 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1878 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1879 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1880 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1881 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1882 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1883 */ 1759 */
1884sint64 1760static sint64
1885check_exp_loss (const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1886{ 1762{
1887 sint64 del_exp; 1763 sint64 del_exp;
1888 1764
1889 if (exp > op->stats.exp) 1765 if (exp > op->stats.exp)
1890 exp = op->stats.exp; 1766 exp = op->stats.exp;
1767
1891 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1892 { 1769 {
1893 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1771
1894 if (del_exp < 0) 1772 if (del_exp < 0)
1895 del_exp = 0; 1773 del_exp = 0;
1774
1896 if (exp > del_exp) 1775 if (exp > del_exp)
1897 exp = del_exp; 1776 exp = del_exp;
1898 } 1777 }
1778
1899 return exp; 1779 return exp;
1900} 1780}
1901 1781
1902sint64 1782sint64
1903check_exp_adjust (const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1904{ 1784{
1905 if (exp < 0) 1785 if (exp < 0)
1906 return check_exp_loss (op, exp); 1786 return check_exp_loss (op, exp);
1907 else 1787 else
1908 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1909} 1789}
1910
1911 1790
1912/* Subtracts experience from player. 1791/* Subtracts experience from player.
1913 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1914 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1915 * this subtracts a portion from all 1794 * this subtracts a portion from all
1929 sint64 del_exp; 1808 sint64 del_exp;
1930 1809
1931 for (tmp = op->inv; tmp; tmp = tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->type == SKILL && tmp->stats.exp) 1811 if (tmp->type == SKILL && tmp->stats.exp)
1933 { 1812 {
1934 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1935 { 1814 {
1936 del_exp = check_exp_loss (tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1937 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1938 player_lvl_adj (op, tmp); 1817 player_lvl_adj (op, tmp);
1939 } 1818 }
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1824 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1825 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1826 player_lvl_adj (op, tmp);
1948 } 1827 }
1949 } 1828 }
1829
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1830 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1831 {
1952 del_exp = check_exp_loss (op, exp); 1832 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1833 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1834 player_lvl_adj (op, NULL);
1955 } 1835 }
1956} 1836}
1957
1958
1959 1837
1960/* change_exp() - changes experience to a player/monster. This 1838/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1839 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1840 *
1963 * The exp passed is typically not modified much by this function - 1841 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1842 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1843 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1844 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1845 * these last two values are only used for players.
1968 */ 1846 */
1969
1970void 1847void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1848change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1849{
1973
1974#ifdef EXP_DEBUG 1850#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1851 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1852#endif
1977 1853
1978 /* safety */ 1854 /* safety */
2019 else 1895 else
2020 /* note that when you lose exp, it doesn't go against 1896 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1897 * a particular skill, so we don't need to pass that
2022 * along. 1898 * along.
2023 */ 1899 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1900 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1901 }
2027} 1902}
2028 1903
2029/* Applies a death penalty experience, the size of this is defined by the 1904/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1905 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1907 */
2033
2034void 1908void
2035apply_death_exp_penalty (object *op) 1909apply_death_exp_penalty (object *op)
2036{ 1910{
2037 object *tmp;
2038 sint64 loss; 1911 sint64 loss;
2039 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041 1914
2042 for (tmp = op->inv; tmp; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == SKILL && tmp->stats.exp) 1916 if (tmp->type == SKILL && tmp->stats.exp)
2044 { 1917 {
2045
2046 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2047 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2048 1920
2049 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
2050 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
2051 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
2052 * tables is a lot harder. 1924 * tables is a lot harder.
2053 */ 1925 */
2054 if (level_loss < 0) 1926 if (level_loss < 0)
2055 level_loss = 0; 1927 level_loss = 0;
2056 1928
2057 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2058 1930
2059 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
2060 player_lvl_adj (op, tmp); 1932 player_lvl_adj (op, tmp);
2061 } 1933 }
2062 1934
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1937
2065 if (level_loss < 0) 1938 if (level_loss < 0)
2066 level_loss = 0; 1939 level_loss = 0;
1940
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2068 1942
2069 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
2070 player_lvl_adj (op, NULL); 1944 player_lvl_adj (op, NULL);
2071} 1945}
2072 1946

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