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Comparing deliantra/server/common/living.C (file contents):
Revision 1.25 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.110 by root, Sun Mar 28 16:17:27 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 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
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* 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
29 * 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
30 * 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
31 */ 30 */
192static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
193 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 193 "You're feeling clumsy!",
195 "You feel less healthy", 194 "You feel less healthy",
196 "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!",
197 "Your face gets distorted!", 198 "Your face gets distorted!",
198 "Watch out, your mind is going!",
199 "Your spirit feels drained!"
200}; 199};
201const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 201 "You feel your strength return.",
203 "You feel your agility return.", 202 "You feel your agility return.",
204 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
205 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
206 "You feel your charisma return.", 207 "You feel your charisma return.",
207 "You feel your memory return.",
208 "You feel your spirits return."
209}; 208};
210const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 210 "You feel stronger.",
212 "You feel more agile.", 211 "You feel more agile.",
213 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
214 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
215 "You seem to look better.", 216 "You seem to look better.",
216 "You feel smarter.",
217 "You feel more potent."
218}; 217};
219const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 219 "You feel weaker!",
221 "You feel clumsy!", 220 "You feel clumsy!",
222 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
223 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
224 "You look ugly!", 225 "You look ugly!",
225 "You feel stupid!",
226 "You feel less potent!"
227}; 226};
228 227
229const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 230};
232 231
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236
237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 235
270/* 236/*
271 * 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)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * 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
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* 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,
349 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 265 */
352#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 268
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 270
357/* 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
358 * the object. 272 * the object.
359 * 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
360 * can be applied or not. 274 * can be applied or not.
361 * 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
362 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 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;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
378 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 296
381 if (op->type == PLAYER) 297 if (op->type == PLAYER)
382 { 298 {
383 if (tmp->type == POTION) 299 if (tmp->type == POTION)
384 { 300 {
385 potion_max = 1; 301 potion_max = 1;
302
386 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
387 { 304 {
388 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
389 306 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 307
393 /* 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 */
394 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
395 310
396 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
399 * to allow for that. 313 * to allow for that.
400 */ 314 */
401 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 316 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 318 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 319
408 if (nstat != ostat) 320 if (nstat != ostat)
409 { 321 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 323 potion_max = 0;
412 } 324 }
413 else if (i) 325 else if (i)
414 { 326 {
415 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
419 331
420 /* 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
421 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 334 * recalculates this anyway.
423 */ 335 */
424 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
425 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));
426 338
427 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 340 } /* end of potion handling code */
429 } 341 }
430 342
431 /* 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
432 * everything to set 344 * everything to set
433 */ 345 */
434 if (flag == -1) 346 if (flag == -1)
435 { 347 {
436 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 353 * and not the other move_ fields.
442 */ 354 */
443 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
444 } 356 }
445 357
446 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
447 * 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
448 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
449 */ 361 */
450 op->update_stats (); 362 op->update_stats ();
451 363
452 /* 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
453 * print out message if this is a bow. 365 * print out message if this is a bow.
454 */ 366 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 368 {
457 success = 1; 369 success = 1;
458 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.");
459 } 371 }
460 372
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 374 {
463 success = 1; 375 success = 1;
464 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.");
465 } 377 }
466 378
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 380 {
469 success = 1; 381 success = 1;
470 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.");
471 } 383 }
472 384
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 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.");
477 } 389 }
478 390
480 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
481 * 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
482 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 395 * from fly high)
484 */ 396 */
485 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
486 { 398 {
487 success = 1; 399 success = 1;
488 400
489 /* 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
490 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
491 */ 403 */
492 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))
493 { 405 {
494 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.");
495 } 407 }
496 408
497 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 410 {
499 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 412 * in that case, you don't actually land
501 */ 413 */
502 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 416 }
417
505 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
506 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");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 420 }
511 421
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 423 * originally undead may change their status
514 */ 424 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 427 {
518 success = 1; 428 success = 1;
519 if (flag > 0) 429 if (flag > 0)
520 { 430 {
521 op->race = "undead"; 431 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 433 }
524 else 434 else
525 { 435 {
526 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 438 }
529 } 439 }
530 440
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 442 {
533 success = 1; 443 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 445 }
536 446
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 448 {
539 success = 1; 449 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 451 }
542 452
543 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 454 * vision
545 */ 455 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
547 { 457 {
548 success = 1; 458 success = 1;
549 if (flag > 0) 459 if (flag > 0)
550 { 460 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 463 else
554 { 464 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 468 op->contr->do_los = 1;
559 } 469 }
560 } 470 }
561 else 471 else
562 { 472 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 475 else
566 { 476 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 480 op->contr->do_los = 1;
571 } 481 }
572 } 482 }
573 } 483 }
574 484
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 486 {
577 success = 1; 487 success = 1;
578 if (op->type == PLAYER) 488 if (op->type == PLAYER)
579 op->contr->do_los = 1; 489 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 491 }
582 492
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 494 {
585 success = 1; 495 success = 1;
586 if (flag > 0) 496 if (flag > 0)
587 { 497 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 500 else
591 { 501 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 503 if (op->type == PLAYER)
594 op->contr->do_los = 1; 504 op->contr->do_los = 1;
595 } 505 }
596 } 506 }
597 else 507 else
598 { 508 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 511 else
602 { 512 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 514 if (op->type == PLAYER)
637 success = 1; 547 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 549 }
640 550
641 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
643 { 553 {
644 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
646 556
647 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
648 { 558 {
649 success = 1; 559 success = 1;
560
650 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 563 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 565
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
662 { 572 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 573 {
665 success = 1; 574 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 576 }
668 }
669 }
670 577
671 return success; 578 return success;
672} 579}
673 580
674/* 581/*
675 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 584 */
678
679void 585void
680object::drain_stat () 586object::drain_stat ()
681{ 587{
682 drain_specific_stat (RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
683} 589}
684 590
685void 591void
686object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
687{ 593{
688 object *tmp; 594 object *tmp;
689 archetype *at; 595 archetype *at;
690 596
691 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
692 if (!at) 598 if (!at)
693 { 599 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 601 return;
696 } 602 }
698 { 604 {
699 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
700 606
701 if (!tmp) 607 if (!tmp)
702 { 608 {
703 tmp = arch_to_object (at); 609 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
706 } 612 }
707 } 613 }
708 614
716 * via an applied bad_luck object. 622 * via an applied bad_luck object.
717 */ 623 */
718void 624void
719object::change_luck (int value) 625object::change_luck (int value)
720{ 626{
721 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
722 if (!at) 628 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 630 else
725 { 631 {
726 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 634 if (!tmp)
729 { 635 {
730 if (!value) 636 if (!value)
731 return; 637 return;
732 638
733 tmp = arch_to_object (at); 639 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
736 } 642 }
737 643
738 if (value) 644 if (value)
755 return; 661 return;
756 662
757 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
759 */ 665 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 667 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 669
764 stats.luck += diff; 670 stats.luck += diff;
765 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 679 */
774void 680void
775object::remove_statbonus () 681object::remove_statbonus ()
776{ 682{
777 stats.Str -= arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 684 {
779 stats.Con -= arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 686 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 688 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 689}
793 690
794/* 691/*
795 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 693 */
797void 694void
798object::add_statbonus () 695object::add_statbonus ()
799{ 696{
800 stats.Str += arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 698 {
802 stats.Con += arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 700 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 702 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
816 744
817/* 745/*
818 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
823 */ 751 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
827 */ 754 */
828
829void 755void
830object::update_stats () 756object::update_stats ()
831{ 757{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 767
840 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 769 if (type == PLAYER)
842 { 770 {
771 contr->delayed_update = false;
772
843 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
845 775
846 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 777 contr->encumbrance = 0;
848 778
849 attacktype = 0; 779 attacktype = 0;
780
850 contr->digestion = 0; 781 contr->digestion = 0;
851 contr->gen_hp = 0; 782 contr->gen_hp = 0;
852 contr->gen_sp = 0; 783 contr->gen_sp = 0;
853 contr->gen_grace = 0; 784 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 786 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 787 }
866 788
867 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
868 791
869 slaying = 0; 792 slaying = 0;
870 793
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 795 {
876 799
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
880 803
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 808
886 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
891 chosen_skill = NULL; 814
815 object *chosen_skill = 0;
892 816
893 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
894 * archetype clone 818 * archetype clone
895 */ 819 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
897 821
898 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
899 { 823 {
900 if (resist[i] > 0) 824 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
902 else 826 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
904 potion_resist[i] = 0; 829 potion_resist[i] = 0;
905 } 830 }
906 831
907 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
909 834
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 840 * that their protection from physical goes down
916 */ 841 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 843 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 846 }
922 else 847 else
923 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
924 849
925 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 851 speed = arch->speed;
927 852
928 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
930 */ 855 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
933 { 857 {
934 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here.
936 */
937 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 860 * then calls this function.
943 */ 861 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 863 continue;
864
865 glow_radius += tmp->glow_radius;
946 866
947 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
949 { 869 {
950 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
963 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 884 grace_obj = tmp;
965 } 885 }
966 } 886 }
967 887
968 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 889 * objects need to make adjustments.
970 * This block should handle all player specific changes 890 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
975 * up, etc. 895 * up, etc.
976 */ 896 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 901 {
980 if (type == PLAYER) 902 if (type == PLAYER)
981 { 903 {
982 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 905
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
987 912
988 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] += tmp->stats.stat (i);
990 915
991 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 917 {
1004 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1006 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 924 }
1011 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1012 931
1013 /* Update slots used for items */ 932 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1017 936
1018 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1;
1023 }
1024 939
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 944 */
1030 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1031 { 946 {
1032 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1033 { 948 {
1034 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 951 */
1037 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1038 { 953 {
1039 if (potion_resist[i]) 954 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 956 else
1042 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1043 } 958 }
1044 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 963 }
1049 } 964 }
1050 965
1051 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1053 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 975 }
1060 976
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 978
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1071 981
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 983 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1077 987
1078 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 989 {
1080 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1081 { 991 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 994 }
1085 else 995 else
1086 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1087 } 997 }
1088 998
1089 switch (tmp->type) 999 switch (tmp->type)
1090 { 1000 {
1091 /* skills modifying the character -b.t. */ 1001 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1002 /* for all skills and skill granting objects */
1093 case SKILL: 1003 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1004 {
1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1095 break; 1006 break;
1096 1007
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1008 if (chosen_skill)
1009 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1010 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1011 &name, &chosen_skill->name, &tmp->name);
1102 1012
1013 tmp->flag [FLAG_APPLIED] = false;
1014 update_stats ();
1015 return;
1016 }
1017 else
1103 chosen_skill = tmp; 1018 chosen_skill = tmp;
1104 1019
1105 if (tmp->stats.dam > 0) 1020 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1021 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1022 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1023 weapon_speed = WEAPON_SPEED (tmp);
1109 1024
1110 if (weapon_speed < 0) 1025 if (weapon_speed < 0)
1111 weapon_speed = 0; 1026 weapon_speed = 0;
1112 1027
1113 weapon_weight = tmp->weight; 1028 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1029 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1030
1116 if (tmp->magic) 1031 if (tmp->magic)
1117 stats.dam += tmp->magic; 1032 stats.dam += tmp->magic;
1118 } 1033 }
1119 1034
1120 if (tmp->stats.wc) 1035 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1036 wc -= tmp->stats.wc + tmp->magic;
1122 1037
1123 if (tmp->slaying != NULL) 1038 if (tmp->slaying)
1124 slaying = tmp->slaying; 1039 slaying = tmp->slaying;
1125 1040
1126 if (tmp->stats.ac) 1041 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1042 ac -= tmp->stats.ac + tmp->magic;
1128 1043
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1045 contr->encumbrance += 3 * tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1046 }
1136 1047
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1048 break;
1146 1049
1147 case SHIELD: 1050 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1051 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1052 contr->encumbrance += tmp->weight / 2000;
1053 //FALLTHROUGH
1150 case RING: 1054 case RING:
1151 case AMULET: 1055 case AMULET:
1152 case GIRDLE: 1056 case GIRDLE:
1153 case HELMET: 1057 case HELMET:
1154 case BOOTS: 1058 case BOOTS:
1155 case GLOVES: 1059 case GLOVES:
1156 case CLOAK: 1060 case CLOAK:
1157 if (tmp->stats.wc) 1061 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1159 1063
1160 if (tmp->stats.dam) 1064 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1065 stats.dam += tmp->stats.dam + tmp->magic;
1162 1066
1163 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1068 ac -= tmp->stats.ac + tmp->magic;
1165 1069
1166 break; 1070 break;
1167 1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1080 case BOW:
1168 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1169 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1170 1087
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1173 1090
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1091 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1092 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1094
1178 if (weapon_speed < 0) 1095 if (weapon_speed < 0)
1179 weapon_speed = 0; 1096 weapon_speed = 0;
1180 1097
1181 slaying = tmp->slaying; 1098 slaying = tmp->slaying;
1099
1182 /* If there is desire that two handed weapons should do 1100 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1101 * extra strength damage, this is where the code should
1184 * go. 1102 * go.
1185 */ 1103 */
1186 current_weapon = tmp; 1104
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1105 if (type == PLAYER)
1106 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1107 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1189 1109
1190 break; 1110 break;
1191 1111
1192 case ARMOUR: /* Only the best of these three are used: */ 1112 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1113 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1114 contr->encumbrance += tmp->weight / 1000;
1195 1115
1196 case BRACERS: 1116 case BRACERS:
1197 case FORCE: 1117 case FORCE:
1198 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1199 { 1119 {
1216 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1218 } 1138 }
1219 1139
1220 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= tmp->stats.wc + tmp->magic;
1222 1142
1223 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= tmp->stats.ac + tmp->magic;
1225 1145
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1146 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1148
1229 break; 1149 break;
1230 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1231 } /* item is equipped */ 1151 } /* item is equipped */
1232 } /* for loop of items */ 1152 } /* for loop of items */
1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1233 1158
1234 /* We've gone through all the objects the player has equipped. For many things, we 1159 /* We've gone through all the objects the player has equipped. For many things, we
1235 * have generated intermediate values which we now need to assign. 1160 * have generated intermediate values which we now need to assign.
1236 */ 1161 */
1237 1162
1239 * If there is an uncursed potion in effect, granting more protection 1164 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1165 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1166 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1167 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1168 */
1244 for (i = 0; i < NROFATTACKS; i++) 1169 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1170 {
1246 resist[i] = prot[i] - vuln[i]; 1171 resist[i] = prot[i] - vuln[i];
1247 1172
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1173 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1249 resist[i] = potion_resist[i]; 1174 resist[i] = potion_resist[i];
1250 } 1175 }
1251 1176
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1177 if (type == PLAYER)
1254 { 1178 {
1179 // clamp various player stats
1180 for (int i = 0; i < NUM_STATS; ++i)
1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1188 int pl_level;
1256 1189
1257 check_stat_bounds (&(stats));
1258 pl_level = level;
1259
1260 if (pl_level < 1)
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1262 1191
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1194 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1197 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1199
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1273 j++; 1202 j++;
1274 else 1203 else
1275 j--; 1204 j--;
1276 }
1277 1205
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1207 }
1280 1208
1281 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1210
1284 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1286 1213
1287 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1300 1227
1301 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1229 stats.maxsp = 1;
1303 else 1230 else
1304 { 1231 {
1305 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1306 1233
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1235 {
1309 float stmp; 1236 float stmp;
1310 1237
1311 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1312 if (i < 2) 1239 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1241 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1243
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1321 } 1245 }
1322 1246
1323 stats.maxsp = (int) sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1324
1325 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2;
1327 } 1248 }
1249
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1252
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1255 grace_obj = this;
1335 1256
1340 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1265 */
1345 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1269 {
1348 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1349 1271
1350 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1351 if (i < 2) 1273 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1275 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1277
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1362 } 1279 }
1363 1280
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1283 }
1284
1370 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1371 1286
1372 if (contr->braced) 1287 if (contr->braced)
1373 { 1288 {
1374 ac += 2; 1289 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1390 */ 1305 */
1306 object *wc_obj = chosen_skill;
1391 1307
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1309 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1395 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1396 { 1313 {
1397 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1315 if (!(i % 6))
1399 wc--; 1316 wc--;
1317
1400 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1321 }
1404 } 1322 }
1405 else 1323 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1407 1325
1408 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1409 1327
1410 if (stats.dam < 1) 1328 if (stats.dam < 1)
1411 stats.dam = 1; 1329 stats.dam = 1;
1412 1330
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1414 1332
1415 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1334 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1335 } /* End if player */
1422 1336
1423 if (added_speed >= 0) 1337 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1427 1341
1428 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1429 if (speed > max) 1343 speed = min (speed, max_speed);
1430 speed = max;
1431 1344
1432 if (type == PLAYER) 1345 if (type == PLAYER)
1433 { 1346 {
1434 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1438 */ 1351 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1353 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1355 }
1443 1356
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1445 1359
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1362 */
1449 speed = speed * speed_reduce_from_disease; 1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1450 1364
1451 if (speed < 0.01 && type == PLAYER) 1365 if (speed != old_speed)
1452 speed = 0.01; 1366 set_speed (speed);
1453 1367
1454 if (type == PLAYER) 1368 if (type == PLAYER)
1455 { 1369 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1370 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1371 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1372 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1373 * that would just be a real pain to read.
1462 */ 1374 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1375 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1376 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1377 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1378 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1379 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1380 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1381
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1382 K *= (4 + level) * 1.2f / (6 + level);
1383
1470 if (K <= 0) 1384 if (K <= 0.01f)
1471 K = 0.01; 1385 K = 0.01f;
1472 S = speed / (K * s); 1386
1473 contr->weapon_sp = S; 1387 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1388 }
1475 1389
1476 /* I want to limit the power of small monsters with big weapons: */ 1390 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1391 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1392 stats.dam = arch->stats.dam * 3;
1479 1393
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1394 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1395 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1396
1498 /* if for some reason the creature doesn't have any move type, 1397 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1398 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1399 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1400 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1403 if (move_type == 0)
1505 move_type = MOVE_WALK; 1404 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1406 move_type &= ~MOVE_WALK;
1508 1407
1509 if (speed != old_speed) 1408 // now apply the new move_type
1510 set_speed (speed); 1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1511 1411
1512 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1413 * so we will check that now.
1514 */ 1414 */
1515 if (type == PLAYER) 1415 if (is_player ())
1416 contr->update_spells ();
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1516 { 1431 {
1517 esrv_update_stats (contr); 1432 env->update_stats ();
1518 esrv_update_spells (contr); 1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1519 } 1436 }
1520} 1437}
1521 1438
1522/* 1439/*
1523 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1527 * false otherwise. 1444 * false otherwise.
1528 */ 1445 */
1529int 1446int
1530allowed_class (const object *op) 1447allowed_class (const object *op)
1531{ 1448{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1449 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1450 && op->stats.Str > 0
1451 && op->stats.Con > 0
1452 && op->stats.Int > 0
1453 && op->stats.Wis > 0
1454 && op->stats.Pow > 0
1455 && op->stats.Cha > 0;
1534} 1456}
1535 1457
1536/* 1458/*
1537 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1540 *
1541 * Note that the title is written to 'own_title' in the
1542 * player struct. This should be changed to 'ext_title'
1543 * as soon as clients support this!
1544 * Please, anyone, write support for 'ext_title'.
1545 */ 1462 */
1546void 1463void
1547set_dragon_name (object *pl, const object *abil, const object *skin) 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1548{ 1465{
1549 int atnr = -1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1567 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */ 1485 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1571 1488
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */ 1489 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1579 else if (level == 1)
1580 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1581 else if (level == 2)
1582 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1583 else if (level == 3)
1584 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1585 else 1494 else
1586 { 1495 {
1587 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1590 else if (skin->resist[atnr] > 50)
1591 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1592 else
1593 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1594 }
1595 } 1500 }
1596 1501
1597 strcpy (pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1598} 1503}
1599 1504
1600/* 1505/*
1601 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1602 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1603 * or change the ability-focus. 1508 * or change the ability-focus.
1604 */ 1509 */
1605void 1510static void
1606dragon_level_gain (object *who) 1511dragon_level_gain (object *who)
1607{ 1512{
1608 object *abil = NULL; /* pointer to dragon ability force */ 1513 object *abil = NULL; /* pointer to dragon ability force */
1609 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1517
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1520 if (tmp->type == FORCE)
1617 { 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1522 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1524 skin = tmp;
1622 } 1525
1623 }
1624 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1527 if (abil == NULL)
1626 return; 1528 return;
1627 1529
1628 /* The ability_force keeps track of maximum level ever achieved. 1530 /* The ability_force keeps track of maximum level ever achieved.
1669 object *skill_obj; 1571 object *skill_obj;
1670 1572
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj) 1574 if (!skill_obj)
1673 { 1575 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1675 return NULL; 1577 return NULL;
1676 } 1578 }
1579
1677 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1581 * still doesn't know it.
1679 */ 1582 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1585 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1586 op->insert (skill_obj);
1684 if (op->contr) 1587
1685 { 1588 if (player *pl = op->contr)
1686 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1589 pl->link_skills ();
1687 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1590
1688 }
1689 return skill_obj; 1591 return skill_obj;
1690} 1592}
1691
1692 1593
1693/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1694 * whether the player gets more hp, sp and new levels. 1595 * whether the player gets more hp, sp and new levels.
1695 * Note this this function should only be called for players. Monstes 1596 * Note this this function should only be called for players. Monstes
1696 * don't really gain levels 1597 * don't really gain levels
1699 */ 1600 */
1700void 1601void
1701player_lvl_adj (object *who, object *op) 1602player_lvl_adj (object *who, object *op)
1702{ 1603{
1703 char buf[MAX_BUF]; 1604 char buf[MAX_BUF];
1605 bool changed = false;
1704 1606
1705 if (!op) /* when rolling stats */ 1607 if (!op) /* when rolling stats */
1706 op = who; 1608 op = who;
1707 1609
1708 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1610 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1709 { 1611 {
1612 changed = true;
1613
1710 op->level++; 1614 op->level++;
1711 1615
1712 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1713 dragon_level_gain (who); 1617 dragon_level_gain (who);
1714 1618
1715 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1716 if (op == who && (who->level < 11) && who->type == PLAYER) 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1717 { 1621 {
1718 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1622 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1719 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1623 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1720 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1624 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1721 } 1625 }
1722 1626
1723 who->update_stats ();
1724 if (op->level > 1) 1627 if (op->level > 1)
1725 { 1628 {
1726 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1630 {
1631 who->contr->play_sound (sound_find ("skill_up"));
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633 }
1728 else 1634 else
1635 {
1636 who->contr->play_sound (sound_find ("level_up"));
1729 sprintf (buf, "You are now level %d.", op->level); 1637 sprintf (buf, "You are now level %d.", op->level);
1638 }
1639
1730 if (who) 1640 if (who)
1731 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1732 } 1642 }
1733 player_lvl_adj (who, op); /* To increase more levels */
1734 } 1643 }
1644
1735 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1645 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1736 { 1646 {
1647 changed = true;
1648
1737 op->level--; 1649 op->level--;
1738 who->update_stats (); 1650
1739 if (op->type != PLAYER) 1651 if (op->type != PLAYER)
1740 { 1652 {
1741 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1653 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1742 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1743 } 1655 }
1744 player_lvl_adj (who, op); /* To decrease more levels */
1745 } 1656 }
1746 1657
1747 /* check if the spell data has changed */ 1658 if (changed)
1748 esrv_update_stats (who->contr); 1659 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1749 esrv_update_spells (who->contr);
1750} 1660}
1751 1661
1752/* 1662/*
1753 * Returns how much experience is needed for a player to become 1663 * Returns how much experience is needed for a player to become
1754 * the given level. level should really never exceed max_level 1664 * the given level. level should really never exceed max_level
1757sint64 1667sint64
1758level_exp (int level, double expmul) 1668level_exp (int level, double expmul)
1759{ 1669{
1760 if (level > settings.max_level) 1670 if (level > settings.max_level)
1761 return (sint64) (expmul * levels[settings.max_level]); 1671 return (sint64) (expmul * levels[settings.max_level]);
1672
1762 return (sint64) (expmul * levels[level]); 1673 return (sint64) (expmul * levels[level]);
1763} 1674}
1764 1675
1765/* 1676/*
1766 * Ensure that the permanent experience requirements in an exp object are met. 1677 * Ensure that the permanent experience requirements in an exp object are met.
1797 * flag is what to do if the player doesn't have the skill: 1708 * flag is what to do if the player doesn't have the skill:
1798 */ 1709 */
1799static void 1710static void
1800add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1711add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1801{ 1712{
1802 object *skill_obj = NULL; 1713 object *skill_obj;
1803 sint64 limit, exp_to_add; 1714 sint64 limit, exp_to_add;
1804 int i; 1715 int i;
1805 1716
1806 /* prevents some forms of abuse. */ 1717 /* prevents some forms of abuse. */
1807 if (op->contr->braced) 1718 if (op->contr->braced)
1808 exp = exp / 5; 1719 exp /= 5;
1809 1720
1810 /* Try to find the matching skill. 1721 /* Try to find the matching skill.
1811 * We do a shortcut/time saving mechanism first - see if it matches 1722 * We do a shortcut/time saving mechanism first - see if it matches
1812 * chosen_skill. This means we don't need to search through 1723 * chosen_skill. This means we don't need to search through
1813 * the players inventory. 1724 * the players inventory.
1814 */ 1725 */
1726 skill_obj = 0;
1727
1815 if (skill_name) 1728 if (skill_name)
1816 { 1729 {
1817 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1730 skill_obj = op->contr->find_skill (skill_name);
1818 skill_obj = op->chosen_skill;
1819 else
1820 {
1821 for (i = 0; i < NUM_SKILLS; i++)
1822 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1823 {
1824 skill_obj = op->contr->last_skill_ob[i];
1825 break;
1826 }
1827 1731
1828 /* Player doesn't have the skill. Check to see what to do, and give 1732 /* Player doesn't have the skill. Check to see what to do, and give
1829 * it to the player if necessary 1733 * it to the player if necessary
1830 */ 1734 */
1831 if (!skill_obj) 1735 if (!skill_obj)
1832 { 1736 {
1833 if (flag == SK_EXP_NONE) 1737 if (flag == SK_EXP_NONE)
1834 return; 1738 return;
1739
1835 else if (flag == SK_EXP_ADD_SKILL) 1740 if (flag == SK_EXP_ADD_SKILL)
1836 give_skill_by_name (op, skill_name); 1741 skill_obj = give_skill_by_name (op, skill_name);
1837 }
1838 } 1742 }
1839 } 1743 }
1840 1744
1841 if (flag != SK_EXP_SKILL_ONLY) 1745 if (flag != SK_EXP_SKILL_ONLY)
1842 { 1746 {
1875 player_lvl_adj (op, skill_obj); 1779 player_lvl_adj (op, skill_obj);
1876 } 1780 }
1877} 1781}
1878 1782
1879/* This function checks to make sure that object 'op' can 1783/* This function checks to make sure that object 'op' can
1880 * lost 'exp' experience. It returns the amount of exp 1784 * lose 'exp' experience. It returns the amount of exp
1881 * object 'op' can in fact lose - it basically makes 1785 * object 'op' can in fact lose - it basically makes
1882 * adjustments based on permanent exp and the like. 1786 * adjustments based on permanent exp and the like.
1883 * This function should always be used for losing experience - 1787 * This function should always be used for losing experience -
1884 * the 'exp' value passed should be positive - this is the 1788 * the 'exp' value passed should be positive - this is the
1885 * amount that should get subtract from the player. 1789 * amount that should get subtract from the player.
1886 */ 1790 */
1887sint64 1791static sint64
1888check_exp_loss (const object *op, sint64 exp) 1792check_exp_loss (const object *op, sint64 exp)
1889{ 1793{
1890 sint64 del_exp; 1794 sint64 del_exp;
1891 1795
1892 if (exp > op->stats.exp) 1796 if (exp > op->stats.exp)
1893 exp = op->stats.exp; 1797 exp = op->stats.exp;
1798
1894 if (settings.permanent_exp_ratio) 1799 if (settings.permanent_exp_ratio)
1895 { 1800 {
1896 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1802
1897 if (del_exp < 0) 1803 if (del_exp < 0)
1898 del_exp = 0; 1804 del_exp = 0;
1805
1899 if (exp > del_exp) 1806 if (exp > del_exp)
1900 exp = del_exp; 1807 exp = del_exp;
1901 } 1808 }
1809
1902 return exp; 1810 return exp;
1903} 1811}
1904 1812
1905sint64 1813sint64
1906check_exp_adjust (const object *op, sint64 exp) 1814check_exp_adjust (const object *op, sint64 exp)
1907{ 1815{
1908 if (exp < 0) 1816 if (exp < 0)
1909 return check_exp_loss (op, exp); 1817 return check_exp_loss (op, exp);
1910 else 1818 else
1911 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1819 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1912} 1820}
1913
1914 1821
1915/* Subtracts experience from player. 1822/* Subtracts experience from player.
1916 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1917 * only subtract from the matching skill. Otherwise, 1824 * only subtract from the matching skill. Otherwise,
1918 * this subtracts a portion from all 1825 * this subtracts a portion from all
1932 sint64 del_exp; 1839 sint64 del_exp;
1933 1840
1934 for (tmp = op->inv; tmp; tmp = tmp->below) 1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1935 if (tmp->type == SKILL && tmp->stats.exp) 1842 if (tmp->type == SKILL && tmp->stats.exp)
1936 { 1843 {
1937 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1938 { 1845 {
1939 del_exp = check_exp_loss (tmp, exp); 1846 del_exp = check_exp_loss (tmp, exp);
1940 tmp->stats.exp -= del_exp; 1847 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1848 player_lvl_adj (op, tmp);
1942 } 1849 }
1948 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1949 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1950 player_lvl_adj (op, tmp); 1857 player_lvl_adj (op, tmp);
1951 } 1858 }
1952 } 1859 }
1860
1953 if (flag != SK_SUBTRACT_SKILL_EXP) 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1954 { 1862 {
1955 del_exp = check_exp_loss (op, exp); 1863 del_exp = check_exp_loss (op, exp);
1956 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1957 player_lvl_adj (op, NULL); 1865 player_lvl_adj (op, NULL);
1958 } 1866 }
1959} 1867}
1960
1961
1962 1868
1963/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1964 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1965 * 1871 *
1966 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1967 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1968 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1969 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1970 * these last two values are only used for players. 1876 * these last two values are only used for players.
1971 */ 1877 */
1972
1973void 1878void
1974change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1975{ 1880{
1976
1977#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1978 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1979#endif 1883#endif
1980 1884
1981 /* safety */ 1885 /* safety */
2022 else 1926 else
2023 /* note that when you lose exp, it doesn't go against 1927 /* note that when you lose exp, it doesn't go against
2024 * a particular skill, so we don't need to pass that 1928 * a particular skill, so we don't need to pass that
2025 * along. 1929 * along.
2026 */ 1930 */
2027 subtract_player_exp (op, FABS (exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
2028
2029 } 1932 }
2030} 1933}
2031 1934
2032/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
2033 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
2034 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
2035 */ 1938 */
2036
2037void 1939void
2038apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
2039{ 1941{
2040 object *tmp;
2041 sint64 loss; 1942 sint64 loss;
2042 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1943 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2043 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1944 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2044 1945
2045 for (tmp = op->inv; tmp; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2046 if (tmp->type == SKILL && tmp->stats.exp) 1947 if (tmp->type == SKILL && tmp->stats.exp)
2047 { 1948 {
2048
2049 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2050 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2051 1951
2052 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
2053 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
2054 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
2055 * tables is a lot harder. 1955 * tables is a lot harder.
2056 */ 1956 */
2057 if (level_loss < 0) 1957 if (level_loss < 0)
2058 level_loss = 0; 1958 level_loss = 0;
2059 1959
2060 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2061 1961
2062 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
2063 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2064 } 1964 }
2065 1965
2066 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2067 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968
2068 if (level_loss < 0) 1969 if (level_loss < 0)
2069 level_loss = 0; 1970 level_loss = 0;
1971
2070 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1972 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2071 1973
2072 op->stats.exp -= loss; 1974 op->stats.exp -= loss;
2073 player_lvl_adj (op, NULL); 1975 player_lvl_adj (op, NULL);
2074} 1976}
2075 1977

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