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Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.106 by root, Sat Jan 30 23:30:26 2010 UTC

1
2/* 1/*
3 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32 26
33/* 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
34 * 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
35 * 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
36 */ 30 */
164 * -b.t. 158 * -b.t.
165 */ 159 */
166 160
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 162
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 163extern sint64 *levels;
173#endif
174 164
175#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
176 166
177/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 193 "You're feeling clumsy!",
204 "You feel less healthy", 194 "You feel less healthy",
205 "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!",
206 "Your face gets distorted!", 198 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 199};
210const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 201 "You feel your strength return.",
212 "You feel your agility return.", 202 "You feel your agility return.",
213 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
214 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
215 "You feel your charisma return.", 207 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 208};
219const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 210 "You feel stronger.",
221 "You feel more agile.", 211 "You feel more agile.",
222 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
223 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
224 "You seem to look better.", 216 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 217};
228const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 219 "You feel weaker!",
230 "You feel clumsy!", 220 "You feel clumsy!",
231 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
232 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
233 "You look ugly!", 225 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 226};
237 227
238const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 230};
241 231
242const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 234};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 235
280/* 236/*
281 * 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)
282 * is added to the specified stat. 238 * is added to the specified stat.
283 */ 239 */
284
285void 240void
286change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
287{ 242{
288 if (value == 0) 243 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 244}
344 245
345/* 246/*
346 * 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
347 * 1-30 stat limit. 248 * 1-30 stat limit.
348 */ 249 */
349
350void 250void
351check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
352{ 252{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
357 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 257 }
360} 258}
361 259
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 261
364/* 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,
373/* 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
374 * the object. 272 * the object.
375 * 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
376 * can be applied or not. 274 * can be applied or not.
377 * 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
378 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
379 * 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
380 * 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
381 * 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
382 * that gives them that ability. 280 * that gives them that ability.
383 */ 281 */
384int 282int
385change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
386{ 284{
387 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;
388 char message[MAX_BUF]; 287 char message[MAX_BUF];
389 int potion_max = 0; 288 int potion_max = 0;
390 289
391 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
392 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
393 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
394 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
395 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
396 296
397 if (op->type == PLAYER) 297 if (op->type == PLAYER)
398 { 298 {
399 if (tmp->type == POTION) 299 if (tmp->type == POTION)
400 { 300 {
401 potion_max = 1; 301 potion_max = 1;
302
402 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
403 { 304 {
404 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
405 306 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 307
409 /* 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 */
410 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
411 310
412 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
413 * potions do so right now, there is the potential for potions
414 * 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
415 * to allow for that. 313 * to allow for that.
416 */ 314 */
417 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 316 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 318 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
422 }
423 if (nstat != ostat) 320 if (nstat != ostat)
424 { 321 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 323 potion_max = 0;
427 } 324 }
428 else if (i) 325 else if (i)
429 { 326 {
430 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 328 potion_max = 1;
432 } 329 }
433 } 330 }
331
434 /* 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
435 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 334 * recalculates this anyway.
437 */ 335 */
438 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
439 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));
338
440 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 340 } /* end of potion handling code */
442 } 341 }
443 342
444 /* 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
445 * everything to set 344 * everything to set
446 */ 345 */
447 if (flag == -1) 346 if (flag == -1)
448 { 347 {
449 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 353 * and not the other move_ fields.
455 */ 354 */
456 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
457 } 356 }
458 357
459 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
460 * 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
461 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
462 */ 361 */
463 fix_player (op); 362 op->update_stats ();
464 363
465 /* 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
466 * print out message if this is a bow. 365 * print out message if this is a bow.
467 */ 366 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 368 {
470 success = 1; 369 success = 1;
471 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.");
472 } 371 }
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
474 { 374 {
475 success = 1; 375 success = 1;
476 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.");
477 } 377 }
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
479 { 380 {
480 success = 1; 381 success = 1;
481 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.");
482 } 383 }
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
484 { 386 {
485 success = 1; 387 success = 1;
486 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.");
487 } 389 }
390
488 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
490 * 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
491 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 395 * from fly high)
493 */ 396 */
494 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
495 { 398 {
496 success = 1; 399 success = 1;
497 400
498 /* 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
499 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
500 */ 403 */
501 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))
502 { 405 {
503 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.");
504 } 407 }
505 408
506 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 410 {
508 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 412 * in that case, you don't actually land
510 */ 413 */
511 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
512 (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."));
513 } 416 }
417
514 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
515 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");
516 420
517 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op); 422 check_move_on (op, op);
519 } 423 }
520 424
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 426 * originally undead may change their status
523 */ 427 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
526 { 430 {
527 success = 1; 431 success = 1;
528 if (flag > 0) 432 if (flag > 0)
529 { 433 {
530 op->race = "undead"; 434 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 436 }
533 else 437 else
534 { 438 {
535 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 441 }
538 } 442 }
539 443
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
541 { 445 {
542 success = 1; 446 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 448 }
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449
450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
546 { 451 {
547 success = 1; 452 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 454 }
455
550 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 457 * vision
552 */ 458 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
554 { 460 {
555 success = 1; 461 success = 1;
556 if (flag > 0) 462 if (flag > 0)
557 { 463 {
558 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
559 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
560 else 466 else
561 { 467 {
562 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
563 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
565 op->contr->do_los = 1; 471 op->contr->do_los = 1;
566 } 472 }
567 } 473 }
568 else 474 else
569 { 475 {
570 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
571 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
572 else 478 else
573 { 479 {
574 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
575 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
577 op->contr->do_los = 1; 483 op->contr->do_los = 1;
578 } 484 }
579 } 485 }
580 } 486 }
581 487
582 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
583 { 489 {
584 success = 1; 490 success = 1;
585 if (op->type == PLAYER) 491 if (op->type == PLAYER)
586 op->contr->do_los = 1; 492 op->contr->do_los = 1;
587 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
588 } 494 }
589 495
590 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
591 { 497 {
592 success = 1; 498 success = 1;
593 if (flag > 0) 499 if (flag > 0)
594 { 500 {
595 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
596 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
597 else 503 else
598 { 504 {
599 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
600 if (op->type == PLAYER) 506 if (op->type == PLAYER)
601 op->contr->do_los = 1; 507 op->contr->do_los = 1;
602 } 508 }
603 } 509 }
604 else 510 else
605 { 511 {
606 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
607 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
608 else 514 else
609 { 515 {
610 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
611 if (op->type == PLAYER) 517 if (op->type == PLAYER)
644 success = 1; 550 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 } 552 }
647 553
648 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
650 { 556 {
651 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
653 559
654 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
655 { 561 {
656 success = 1; 562 success = 1;
563
657 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
658 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
659 else 566 else
660 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
661 568
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 570 }
664 } 571 }
665 572
666 if (tmp->type != EXPERIENCE && !potion_max) 573 if (!potion_max)
667 {
668 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
669 { 575 if (int i = tmp->stats.stat (j))
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 { 576 {
672 success = 1; 577 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 579 }
675 } 580
676 }
677 return success; 581 return success;
678} 582}
679 583
680/* 584/*
681 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 587 */
684
685void 588void
686drain_stat (object *op) 589object::drain_stat ()
687{ 590{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
689} 592}
690 593
691void 594void
692drain_specific_stat (object *op, int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
693{ 596{
694 object *tmp; 597 object *tmp;
695 archetype *at; 598 archetype *at;
696 599
697 at = find_archetype (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
698 if (!at) 601 if (!at)
699 { 602 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 604 return;
702 } 605 }
703 else 606 else
704 { 607 {
705 tmp = present_arch_in_ob (at, op); 608 tmp = present_arch_in_ob (at, this);
609
706 if (!tmp) 610 if (!tmp)
707 { 611 {
708 tmp = arch_to_object (at); 612 tmp = at->instance ();
709 tmp = insert_ob_in_ob (tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
711 } 615 }
712 } 616 }
713 617
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 620 update_stats ();
717} 621}
718 622
719/* 623/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 625 * via an applied bad_luck object.
722 */ 626 */
723
724void 627void
725change_luck (object *op, int value) 628object::change_luck (int value)
726{ 629{
727 object *tmp; 630 archetype *at = archetype::find (shstr_luck);
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 631 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 633 else
735 { 634 {
736 tmp = present_arch_in_ob (at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
737 if (!tmp) 637 if (!tmp)
738 { 638 {
739 if (!value) 639 if (!value)
740 return; 640 return;
741 tmp = arch_to_object (at); 641
642 tmp = at->instance ();
742 tmp = insert_ob_in_ob (tmp, op); 643 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
744 } 645 }
646
745 if (value) 647 if (value)
746 { 648 {
747 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 651 * in op itself).
750 */ 652 */
751 new_luck = tmp->stats.luck + value; 653 int new_luck = tmp->stats.luck + value;
654
752 if (new_luck >= -100 && new_luck <= 100) 655 if (new_luck >= -100 && new_luck <= 100)
753 { 656 {
754 op->stats.luck += value; 657 stats.luck += value;
755 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
756 } 659 }
757 } 660 }
758 else 661 else
759 { 662 {
760 if (!tmp->stats.luck) 663 if (!tmp->stats.luck)
761 {
762 return; 664 return;
763 } 665
764 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
766 */ 668 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 670 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 672
771 op->stats.luck += diff; 673 stats.luck += diff;
772 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
773 } 675 }
774 } 676 }
775 } 677 }
776} 678}
777 679
778/* 680/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 682 */
781
782void 683void
783remove_statbonus (object *op) 684object::remove_statbonus ()
784{ 685{
785 op->stats.Str -= op->arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 687 {
787 op->stats.Con -= op->arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 689 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 691 }
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799} 692}
800 693
801/* 694/*
802 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 696 */
804
805void 697void
806add_statbonus (object *op) 698object::add_statbonus ()
807{ 699{
808 op->stats.Str += op->arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 701 {
810 op->stats.Con += op->arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 703 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 705 }
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
823 747
824/* 748/*
825 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
830 */ 754 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
834 */ 757 */
835
836void 758void
837fix_player (object *op) 759object::update_stats ()
838{ 760{
839 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
845 768
846 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 770 if (type == PLAYER)
848 { 771 {
772 contr->delayed_update = false;
773
849 for (i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
850 { 775 stat_sum [i] = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 776
852 }
853 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 778 contr->encumbrance = 0;
855 779
856 op->attacktype = 0; 780 attacktype = 0;
781
857 op->contr->digestion = 0; 782 contr->digestion = 0;
858 op->contr->gen_hp = 0; 783 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 784 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 785 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 786 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 787 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 788 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 789
790 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info;
792
875 op->slaying = 0; 793 slaying = 0;
876 794
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 795 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 796 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 797 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 799 }
882 800
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 801 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 802 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 803 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 804
895 op->path_attuned = op->arch->clone.path_attuned; 805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 809
810 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius;
814 move_type = arch->move_type;
815
900 op->chosen_skill = NULL; 816 chosen_skill = 0;
901 817
902 /* initializing resistances from the values in player/monster's 818 /* initializing resistances from the values in player/monster's
903 * archetype clone 819 * archetype clone
904 */ 820 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 821 memcpy (&resist, &arch->resist, sizeof (resist));
906 822
907 for (i = 0; i < NROFATTACKS; i++) 823 for (int i = 0; i < NROFATTACKS; i++)
908 { 824 {
909 if (op->resist[i] > 0) 825 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 826 prot[i] = resist[i], vuln[i] = 0;
911 else 827 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 828 vuln[i] = -(resist[i]), prot[i] = 0;
829
913 potion_resist[i] = 0; 830 potion_resist[i] = 0;
914 } 831 }
915 832
916 wc = op->arch->clone.stats.wc; 833 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 834 stats.dam = arch->stats.dam;
918 835
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 836 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 837 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 838 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 839 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 840 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 841 * that their protection from physical goes down
925 */ 842 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 844 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 845 ac = max (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 847 }
931 else 848 else
932 ac = op->arch->clone.stats.ac; 849 ac = arch->stats.ac;
933 850
934 op->stats.luck = op->arch->clone.stats.luck; 851 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 852 speed = arch->speed;
936 853
937 /* OK - we've reset most all the objects attributes to sane values. 854 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 855 * now go through and make adjustments for what the player has equipped.
939 */ 856 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 857 for (tmp = inv; tmp; tmp = tmp->below)
942 { 858 {
943 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here.
945 */
946 if (tmp->glow_radius > op->glow_radius)
947 op->glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion 859 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 860 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 861 * then calls this function.
952 */ 862 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 864 continue;
956 } 865
866 glow_radius += tmp->glow_radius;
957 867
958 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
960 { 870 {
961 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
964 if (!mana_obj) 874 if (!mana_obj)
965 mana_obj = tmp; 875 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 876 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 877 mana_obj = tmp;
968 } 878 }
879
969 if (IS_GRACE_SKILL (tmp->subtype)) 880 if (IS_GRACE_SKILL (tmp->subtype))
970 { 881 {
971 if (!grace_obj) 882 if (!grace_obj)
972 grace_obj = tmp; 883 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
974 grace_obj = tmp; 885 grace_obj = tmp;
975 } 886 }
976 } 887 }
977 888
978 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
979 * objects need to make adjustments. 890 * objects need to make adjustments.
980 * This block should handle all player specific changes 891 * This block should handle all player specific changes
981 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
982 * in the praying skill, and the player should always get those. 893 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 894 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 895 * because the skill shouldn't count against body positions being used
985 * up, etc. 896 * up, etc.
986 */ 897 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
989 { 903 {
990 if (op->type == PLAYER) 904 if (type == PLAYER)
991 { 905 {
992 if (tmp->type == BOW) 906 contr->item_power += tmp->item_power;
993 op->contr->ranges[range_bow] = tmp;
994 907
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
996 op->contr->ranges[range_misc] = tmp; 909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
997 914
998 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 916 stat_sum [i] += tmp->stats.stat (i);
1000 917
1001 /* these are the items that currently can change digestion, regeneration, 918 if (digest_types [tmp->type])
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array.
1004 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1011 { 919 {
1012 op->contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
1014 op->contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 } 926 }
1019 } /* if this is a player */ 927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
1020 933
1021 /* Update slots used for items */ 934 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 937 slot[i].used += tmp->slot[i].info;
1026 }
1027 938
1028 if (tmp->type == SYMPTOM) 939 if (tmp->type == SYMPTOM)
1029 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0;
1031 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1; 940 speed_reduce_from_disease =
1033 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1034 942
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 947 */
1040 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1041 { 949 {
1042 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1043 { 951 {
1044 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
1046 */ 954 */
1047 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1048 { 956 {
1049 if (potion_resist[i]) 957 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1051 else 959 else
1052 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
1053 } 961 }
1054 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0) 964 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1058 } 966 }
1059 } 967 }
1060 968
1061 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
1063 op->attacktype |= tmp->attacktype; 972 attacktype |= tmp->attacktype;
1064
1065 op->path_attuned |= tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
1068 op->stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type; 978 }
1070 979
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 980 flag |= tmp->flag & copy_flags;
1072 SET_FLAG (op, FLAG_LIFESAVE);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1074 SET_FLAG (op, FLAG_REFL_SPELL);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1076 SET_FLAG (op, FLAG_REFL_MISSILE);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085 981
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
1088 984
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 986 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 988 invisible = 1;
1093 } 989 }
1094 990
1095 if (tmp->stats.exp && tmp->type != SKILL) 991 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 992 {
1097 if (tmp->stats.exp > 0) 993 if (tmp->stats.exp > 0)
1098 { 994 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 995 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 997 }
1102 else 998 else
1103 added_speed += (float) tmp->stats.exp; 999 added_speed += tmp->stats.exp;
1104 } 1000 }
1105 1001
1106 switch (tmp->type) 1002 switch (tmp->type)
1107 { 1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1108 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1110 case SKILL: 1015 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1112 break; 1018 break;
1113 1019
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 1020 if (chosen_skill)
1118 { 1021 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1120 } 1028 }
1029 else
1121 op->chosen_skill = tmp; 1030 chosen_skill = tmp;
1031
1122 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1036
1126 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1127 weapon_speed = 0; 1038 weapon_speed = 0;
1039
1128 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042
1130 if (tmp->magic) 1043 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1132 } 1045 }
1046
1133 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1135 1049
1136 if (tmp->slaying != NULL) 1050 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1138 1052
1139 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic);
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break;
1147
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING:
1162 case AMULET:
1163 case GIRDLE:
1164 case HELMET:
1165 case BOOTS:
1166 case GLOVES:
1167 case CLOAK:
1168 if (tmp->stats.wc)
1169 wc -= (tmp->stats.wc + tmp->magic);
1170 if (tmp->stats.dam)
1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1172 if (tmp->stats.ac)
1173 ac -= (tmp->stats.ac + tmp->magic);
1174 break;
1175
1176 case WEAPON:
1177 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic; 1054 ac -= tmp->stats.ac + tmp->magic;
1055
1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1058 }
1059
1060 break;
1061
1062 case SHIELD:
1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1064 contr->encumbrance += (int) tmp->weight / 2000;
1065 case RING:
1066 case AMULET:
1067 case GIRDLE:
1068 case HELMET:
1069 case BOOTS:
1070 case GLOVES:
1071 case CLOAK:
1072 if (tmp->stats.wc)
1073 wc -= tmp->stats.wc + tmp->magic;
1074
1075 if (tmp->stats.dam)
1180 op->stats.dam += (tmp->stats.dam + tmp->magic); 1076 stats.dam += tmp->stats.dam + tmp->magic;
1077
1078 if (tmp->stats.ac)
1079 ac -= tmp->stats.ac + tmp->magic;
1080
1081 break;
1082
1083 case BOW:
1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1087 wc -= tmp->stats.wc + tmp->magic;
1088
1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1090 ac -= tmp->stats.ac + tmp->magic;
1091
1092 stats.dam += tmp->stats.dam + tmp->magic;
1181 weapon_weight = tmp->weight; 1093 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095
1183 if (weapon_speed < 0) 1096 if (weapon_speed < 0)
1184 weapon_speed = 0; 1097 weapon_speed = 0;
1098
1185 op->slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1186 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1188 * go. 1103 * go.
1189 */ 1104 */
1190 op->current_weapon = tmp; 1105
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1193 1110
1194 break; 1111 break;
1195 1112
1196 case ARMOUR: /* Only the best of these three are used: */ 1113 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight / 1000;
1199 1116
1200 case BRACERS: 1117 case BRACERS:
1201 case FORCE: 1118 case FORCE:
1202 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1203 { 1120 {
1204 if (best_wc < tmp->stats.wc + tmp->magic) 1121 if (best_wc < tmp->stats.wc + tmp->magic)
1205 { 1122 {
1206 wc += best_wc; 1123 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic; 1124 best_wc = tmp->stats.wc + tmp->magic;
1208 } 1125 }
1209 else 1126 else
1210 wc += tmp->stats.wc + tmp->magic; 1127 wc += tmp->stats.wc + tmp->magic;
1211 } 1128 }
1129
1212 if (tmp->stats.ac) 1130 if (tmp->stats.ac)
1213 { 1131 {
1214 if (best_ac < tmp->stats.ac + tmp->magic) 1132 if (best_ac < tmp->stats.ac + tmp->magic)
1215 { 1133 {
1216 ac += best_ac; /* Remove last bonus */ 1134 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic; 1135 best_ac = tmp->stats.ac + tmp->magic;
1218 } 1136 }
1219 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1221 } 1139 }
1140
1222 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= tmp->stats.wc + tmp->magic;
1143
1224 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= tmp->stats.ac + tmp->magic;
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1146
1147 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149
1228 break; 1150 break;
1229 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1230 } /* item is equipped */ 1152 } /* item is equipped */
1231 } /* for loop of items */ 1153 } /* for loop of items */
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1232 1156
1233 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1235 */ 1159 */
1236 1160
1238 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1166 */
1243 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1168 {
1245 op->resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1170
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1248 } 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1249 1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1250 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER)
1252 {
1253 int pl_level; 1186 int pl_level;
1254 1187
1255 check_stat_bounds (&(op->stats));
1256 pl_level = op->level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1189
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1192 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1195 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[op->stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1270 j++; 1200 j++;
1271 else 1201 else
1272 j--; 1202 j--;
1273 } 1203
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1205 }
1276 1206
1277 for (i = 11; i <= op->level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1278 op->stats.maxhp += 2;
1279 1208
1280 if (op->stats.hp > op->stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1210 stats.hp = stats.maxhp;
1282 1211
1283 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1213 * relevant experience object (mana_obj, see above)
1285 */ 1214 */
1286 /* following happen when skills system is not used */ 1215 /* following happen when skills system is not used */
1287 if (!mana_obj) 1216 if (!mana_obj)
1288 mana_obj = op; 1217 mana_obj = this;
1218
1289 if (!grace_obj) 1219 if (!grace_obj)
1290 grace_obj = op; 1220 grace_obj = this;
1221
1291 /* set maxsp */ 1222 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1224 mana_obj = this;
1294 1225
1295 if (mana_obj == op && op->type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1227 stats.maxsp = 1;
1298 }
1299 else 1228 else
1300 { 1229 {
1301 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1231
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1303 { 1233 {
1304 float stmp; 1234 float stmp;
1305 1235
1306 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1307 if (i < 2) 1237 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1239 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1241
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1318 } 1243 }
1319 op->stats.maxsp = (int) sp_tmp;
1320 1244
1321 for (i = 11; i <= mana_obj->level; i++) 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322 op->stats.maxsp += 2;
1323 } 1246 }
1247
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1326 op->stats.sp = op->stats.maxsp * 2;
1327 1250
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1253 grace_obj = this;
1331 1254
1332 if (grace_obj == op && op->type == PLAYER) 1255 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1256 stats.maxgrace = 1;
1335 }
1336 else 1257 else
1337 { 1258 {
1338 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1263 */
1343 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1267 {
1346 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1347 1269
1348 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1349 if (i < 2) 1271 if (i < 2)
1350 { 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1273 else
1355 { 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1275
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0;
1361 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1362 } 1277 }
1363 op->stats.maxgrace = (int) sp_tmp;
1364 1278
1365 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 op->stats.maxgrace += 2;
1368 } 1281 }
1282
1369 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1370 1284
1371 if (op->contr->braced) 1285 if (contr->braced)
1372 { 1286 {
1373 ac += 2; 1287 ac += 2;
1374 wc += 4; 1288 wc += 4;
1375 } 1289 }
1376 else 1290 else
1377 ac -= dex_bonus[op->stats.Dex]; 1291 ac -= dex_bonus[stats.Dex];
1378 1292
1379 /* In new exp/skills system, wc bonuses are related to 1293 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1294 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1295 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1296 * I changed this slightly so that wc bonuses are better
1385 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1389 */ 1303 */
1304 object *wc_obj = chosen_skill;
1390 1305
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1307 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1394 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1395 { 1311 {
1396 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1313 if (!(i % 6))
1398 wc--; 1314 wc--;
1315
1399 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1319 }
1403 } 1320 }
1404 else 1321 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1406 1323
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1408 1325
1409 if (op->stats.dam < 1) 1326 if (stats.dam < 1)
1410 op->stats.dam = 1; 1327 stats.dam = 1;
1411 1328
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1413 if (settings.search_items && op->contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1332 speed -= 1;
1415 if (op->attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype;
1417
1418 } /* End if player */ 1333 } /* End if player */
1419 1334
1420 if (added_speed >= 0) 1335 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1424 1339
1425 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1426 if (op->speed > max) 1341 speed = min (speed, max_speed);
1427 op->speed = max;
1428 1342
1429 if (op->type == PLAYER) 1343 if (type == PLAYER)
1430 { 1344 {
1431 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1435 */ 1349 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1351 if (f > 0.f)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1353 }
1440 1354
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1442 1357
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1445 */ 1360 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1447 1362
1448 if (op->speed < 0.01 && op->type == PLAYER) 1363 if (speed != old_speed)
1449 op->speed = 0.01; 1364 set_speed (speed);
1450 1365
1451 if (op->type == PLAYER) 1366 if (type == PLAYER)
1452 { 1367 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1459 */ 1372 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1467 if (K <= 0) 1382 if (K <= 0.01f)
1468 K = 0.01; 1383 K = 0.01f;
1469 S = op->speed / (K * s); 1384
1470 op->contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1386 }
1387
1472 /* I want to limit the power of small monsters with big weapons: */ 1388 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1475 1391
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491 1394
1492 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1396 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1399 * one or the other.
1497 */ 1400 */
1498 if (op->move_type == 0) 1401 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1502
1503 update_ob_speed (op);
1504 1405
1505 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1407 * so we will check that now.
1507 */ 1408 */
1508 if (op->type == PLAYER) 1409 if (is_player ())
1509 esrv_update_spells (op->contr); 1410 contr->update_spells ();
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1415}
1416
1417void
1418object::set_glow_radius (sint8 rad)
1419{
1420 glow_radius = rad;
1421
1422 if (is_on_map ())
1423 update_all_los (map, x, y);
1424 else if (object *env = outer_env ())
1425 {
1426 env->update_stats ();
1427
1428 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y);
1430 }
1510} 1431}
1511 1432
1512/* 1433/*
1513 * Returns true if the given player is a legal class. 1434 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1435 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1436 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1437 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1438 * false otherwise.
1518 */ 1439 */
1519
1520int 1440int
1521allowed_class (const object *op) 1441allowed_class (const object *op)
1522{ 1442{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1443 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1444 && op->stats.Str > 0
1445 && op->stats.Con > 0
1446 && op->stats.Int > 0
1447 && op->stats.Wis > 0
1448 && op->stats.Pow > 0
1449 && op->stats.Cha > 0;
1525} 1450}
1526 1451
1527/* 1452/*
1528 * set the new dragon name after gaining levels or 1453 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1454 * changing ability focus (later this can be extended to
1530 * eventually change the player's face and animation) 1455 * eventually change the player's face and animation)
1531 *
1532 * Note that the title is written to 'own_title' in the
1533 * player struct. This should be changed to 'ext_title'
1534 * as soon as clients support this!
1535 * Please, anyone, write support for 'ext_title'.
1536 */ 1456 */
1537void 1457void
1538set_dragon_name (object *pl, const object *abil, const object *skin) 1458set_dragon_name (object *pl, const object *abil, const object *skin)
1539{ 1459{
1540 int atnr = -1; /* attacknumber of highest level */ 1460 int atnr = -1; /* attacknumber of highest level */
1558 /* now if there are equals at highest level, pick the one with focus, 1478 /* now if there are equals at highest level, pick the one with focus,
1559 or else at random */ 1479 or else at random */
1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1480 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1561 atnr = abil->stats.exp; 1481 atnr = abil->stats.exp;
1562 1482
1563 level = (int) (level / 5.);
1564
1565 /* now set the new title */ 1483 /* now set the new title */
1566 if (pl->contr != NULL)
1567 {
1568 if (level == 0)
1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1484 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1570 else if (level == 1)
1571 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1485 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1572 else if (level == 2)
1573 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1486 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1574 else if (level == 3)
1575 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1487 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1576 else 1488 else
1577 { 1489 {
1578 /* special titles for extra high resistance! */ 1490 /* special titles for extra high resistance! */
1579 if (skin->resist[atnr] > 80)
1580 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1491 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1581 else if (skin->resist[atnr] > 50)
1582 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1492 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1583 else
1584 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1493 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1585 }
1586 } 1494 }
1587 1495
1588 strcpy (pl->contr->own_title, ""); 1496 strcpy (pl->contr->own_title, "");
1589} 1497}
1590 1498
1591/* 1499/*
1592 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1593 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1594 * or change the ability-focus. 1502 * or change the ability-focus.
1595 */ 1503 */
1596void 1504static void
1597dragon_level_gain (object *who) 1505dragon_level_gain (object *who)
1598{ 1506{
1599 object *abil = NULL; /* pointer to dragon ability force */ 1507 object *abil = NULL; /* pointer to dragon ability force */
1600 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1511
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1513 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1514 if (tmp->type == FORCE)
1608 { 1515 if (tmp->arch->archname == shstr_dragon_ability_force)
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp; 1516 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1517 else if (tmp->arch->archname == shstr_dragon_skin_force)
1612 skin = tmp; 1518 skin = tmp;
1613 } 1519
1614 }
1615 /* if the force is missing -> bail out */ 1520 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1521 if (abil == NULL)
1617 return; 1522 return;
1618 1523
1619 /* The ability_force keeps track of maximum level ever achieved. 1524 /* The ability_force keeps track of maximum level ever achieved.
1660 object *skill_obj; 1565 object *skill_obj;
1661 1566
1662 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1567 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1663 if (!skill_obj) 1568 if (!skill_obj)
1664 { 1569 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1570 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1666 return NULL; 1571 return NULL;
1667 } 1572 }
1573
1668 /* clear the flag - exp goes into this bucket, but player 1574 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1575 * still doesn't know it.
1670 */ 1576 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1578 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1579 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1580 op->insert (skill_obj);
1675 if (op->contr) 1581
1676 { 1582 if (player *pl = op->contr)
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1583 pl->link_skills ();
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1584
1679 }
1680 return skill_obj; 1585 return skill_obj;
1681} 1586}
1682
1683 1587
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1588/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1589 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1590 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1591 * don't really gain levels
1690 */ 1594 */
1691void 1595void
1692player_lvl_adj (object *who, object *op) 1596player_lvl_adj (object *who, object *op)
1693{ 1597{
1694 char buf[MAX_BUF]; 1598 char buf[MAX_BUF];
1599 bool changed = false;
1695 1600
1696 if (!op) /* when rolling stats */ 1601 if (!op) /* when rolling stats */
1697 op = who; 1602 op = who;
1698 1603
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1604 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1605 {
1606 changed = true;
1607
1701 op->level++; 1608 op->level++;
1702 1609
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1610 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1704 dragon_level_gain (who); 1611 dragon_level_gain (who);
1705 1612
1706 /* Only roll these if it is the player (who) that gained the level */ 1613 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1614 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1615 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1616 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1617 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1618 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1619 }
1713 1620
1714 fix_player (who);
1715 if (op->level > 1) 1621 if (op->level > 1)
1716 { 1622 {
1717 if (op->type != PLAYER) 1623 if (op->type != PLAYER)
1624 {
1625 who->contr->play_sound (sound_find ("skill_up"));
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1626 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1627 }
1719 else 1628 else
1629 {
1630 who->contr->play_sound (sound_find ("level_up"));
1720 sprintf (buf, "You are now level %d.", op->level); 1631 sprintf (buf, "You are now level %d.", op->level);
1632 }
1633
1721 if (who) 1634 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1636 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1637 }
1638
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1639 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1640 {
1641 changed = true;
1642
1728 op->level--; 1643 op->level--;
1729 fix_player (who); 1644
1730 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1731 { 1646 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1649 }
1735 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1650 }
1737 /* check if the spell data has changed */ 1651
1738 esrv_update_spells (who->contr); 1652 if (changed)
1653 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1739} 1654}
1740 1655
1741/* 1656/*
1742 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1743 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1746sint64 1661sint64
1747level_exp (int level, double expmul) 1662level_exp (int level, double expmul)
1748{ 1663{
1749 if (level > settings.max_level) 1664 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1751 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1752} 1668}
1753 1669
1754/* 1670/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1692 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1693 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1694 op->perm_exp = MAX_EXPERIENCE;
1779} 1695}
1780 1696
1781
1782/* Add experience to a player - exp should only be positive. 1697/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1698 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1699 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1700 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1701 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1788 */ 1703 */
1789
1790static void 1704static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1706{
1793 object *skill_obj = NULL; 1707 object *skill_obj;
1794 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1795 int i; 1709 int i;
1796 1710
1797 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1712 if (op->contr->braced)
1799 exp = exp / 5; 1713 exp /= 5;
1800 1714
1801 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1718 * the players inventory.
1805 */ 1719 */
1720 skill_obj = 0;
1721
1806 if (skill_name) 1722 if (skill_name)
1807 { 1723 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 skill_obj = op->contr->find_skill (skill_name);
1809 skill_obj = op->chosen_skill;
1810 else
1811 {
1812 for (i = 0; i < NUM_SKILLS; i++)
1813 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1814 {
1815 skill_obj = op->contr->last_skill_ob[i];
1816 break;
1817 }
1818 1725
1819 /* Player doesn't have the skill. Check to see what to do, and give 1726 /* Player doesn't have the skill. Check to see what to do, and give
1820 * it to the player if necessary 1727 * it to the player if necessary
1821 */ 1728 */
1822 if (!skill_obj) 1729 if (!skill_obj)
1823 { 1730 {
1824 if (flag == SK_EXP_NONE) 1731 if (flag == SK_EXP_NONE)
1825 return; 1732 return;
1733
1826 else if (flag == SK_EXP_ADD_SKILL) 1734 if (flag == SK_EXP_ADD_SKILL)
1827 give_skill_by_name (op, skill_name); 1735 skill_obj = give_skill_by_name (op, skill_name);
1828 }
1829 } 1736 }
1830 } 1737 }
1831 1738
1832 if (flag != SK_EXP_SKILL_ONLY) 1739 if (flag != SK_EXP_SKILL_ONLY)
1833 { 1740 {
1866 player_lvl_adj (op, skill_obj); 1773 player_lvl_adj (op, skill_obj);
1867 } 1774 }
1868} 1775}
1869 1776
1870/* This function checks to make sure that object 'op' can 1777/* This function checks to make sure that object 'op' can
1871 * lost 'exp' experience. It returns the amount of exp 1778 * lose 'exp' experience. It returns the amount of exp
1872 * object 'op' can in fact lose - it basically makes 1779 * object 'op' can in fact lose - it basically makes
1873 * adjustments based on permanent exp and the like. 1780 * adjustments based on permanent exp and the like.
1874 * This function should always be used for losing experience - 1781 * This function should always be used for losing experience -
1875 * the 'exp' value passed should be positive - this is the 1782 * the 'exp' value passed should be positive - this is the
1876 * amount that should get subtract from the player. 1783 * amount that should get subtract from the player.
1877 */ 1784 */
1878sint64 1785static sint64
1879check_exp_loss (const object *op, sint64 exp) 1786check_exp_loss (const object *op, sint64 exp)
1880{ 1787{
1881 sint64 del_exp; 1788 sint64 del_exp;
1882 1789
1883 if (exp > op->stats.exp) 1790 if (exp > op->stats.exp)
1884 exp = op->stats.exp; 1791 exp = op->stats.exp;
1792
1885 if (settings.permanent_exp_ratio) 1793 if (settings.permanent_exp_ratio)
1886 { 1794 {
1887 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1795 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1796
1888 if (del_exp < 0) 1797 if (del_exp < 0)
1889 del_exp = 0; 1798 del_exp = 0;
1799
1890 if (exp > del_exp) 1800 if (exp > del_exp)
1891 exp = del_exp; 1801 exp = del_exp;
1892 } 1802 }
1803
1893 return exp; 1804 return exp;
1894} 1805}
1895 1806
1896sint64 1807sint64
1897check_exp_adjust (const object *op, sint64 exp) 1808check_exp_adjust (const object *op, sint64 exp)
1898{ 1809{
1899 if (exp < 0) 1810 if (exp < 0)
1900 return check_exp_loss (op, exp); 1811 return check_exp_loss (op, exp);
1901 else 1812 else
1902 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1813 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1903} 1814}
1904
1905 1815
1906/* Subtracts experience from player. 1816/* Subtracts experience from player.
1907 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1908 * only subtract from the matching skill. Otherwise, 1818 * only subtract from the matching skill. Otherwise,
1909 * this subtracts a portion from all 1819 * this subtracts a portion from all
1923 sint64 del_exp; 1833 sint64 del_exp;
1924 1834
1925 for (tmp = op->inv; tmp; tmp = tmp->below) 1835 for (tmp = op->inv; tmp; tmp = tmp->below)
1926 if (tmp->type == SKILL && tmp->stats.exp) 1836 if (tmp->type == SKILL && tmp->stats.exp)
1927 { 1837 {
1928 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1929 { 1839 {
1930 del_exp = check_exp_loss (tmp, exp); 1840 del_exp = check_exp_loss (tmp, exp);
1931 tmp->stats.exp -= del_exp; 1841 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1842 player_lvl_adj (op, tmp);
1933 } 1843 }
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1942 } 1852 }
1943 } 1853 }
1854
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1856 {
1946 del_exp = check_exp_loss (op, exp); 1857 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1858 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1859 player_lvl_adj (op, NULL);
1949 } 1860 }
1950} 1861}
1951
1952
1953 1862
1954/* change_exp() - changes experience to a player/monster. This 1863/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1864 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1865 *
1957 * The exp passed is typically not modified much by this function - 1866 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1867 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1868 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1869 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1870 * these last two values are only used for players.
1962 */ 1871 */
1963
1964void 1872void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1873change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1874{
1967
1968#ifdef EXP_DEBUG 1875#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1877#endif
1975 1878
1976 /* safety */ 1879 /* safety */
1977 if (!op) 1880 if (!op)
1978 { 1881 {
2017 else 1920 else
2018 /* note that when you lose exp, it doesn't go against 1921 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1922 * a particular skill, so we don't need to pass that
2020 * along. 1923 * along.
2021 */ 1924 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1925 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1926 }
2025} 1927}
2026 1928
2027/* Applies a death penalty experience, the size of this is defined by the 1929/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1930 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1932 */
2031
2032void 1933void
2033apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
2034{ 1935{
2035 object *tmp;
2036 sint64 loss; 1936 sint64 loss;
2037 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1937 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2038 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1938 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2039 1939
2040 for (tmp = op->inv; tmp; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 if (tmp->type == SKILL && tmp->stats.exp) 1941 if (tmp->type == SKILL && tmp->stats.exp)
2042 { 1942 {
2043
2044 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1943 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2045 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2046 1945
2047 /* With the revised exp system, you can get cases where 1946 /* With the revised exp system, you can get cases where
2048 * losing several levels would still require that you have more 1947 * losing several levels would still require that you have more
2049 * exp than you currently have - this is true if the levels 1948 * exp than you currently have - this is true if the levels
2050 * tables is a lot harder. 1949 * tables is a lot harder.
2051 */ 1950 */
2052 if (level_loss < 0) 1951 if (level_loss < 0)
2053 level_loss = 0; 1952 level_loss = 0;
2054 1953
2055 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1954 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2056 1955
2057 tmp->stats.exp -= loss; 1956 tmp->stats.exp -= loss;
2058 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
2059 } 1958 }
2060 1959
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1960 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1961 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1962
2063 if (level_loss < 0) 1963 if (level_loss < 0)
2064 level_loss = 0; 1964 level_loss = 0;
1965
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1966 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2066 1967
2067 op->stats.exp -= loss; 1968 op->stats.exp -= loss;
2068 player_lvl_adj (op, NULL); 1969 player_lvl_adj (op, NULL);
2069} 1970}
2070 1971
2081 if (level > MAX_SAVE_LEVEL) 1982 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 1983 level = MAX_SAVE_LEVEL;
2083 1984
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1985 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 1986 return 0;
1987
2086 return 1; 1988 return 1;
2087} 1989}

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