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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.112 by root, Sun Mar 28 16:41:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
349 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 265 */
351#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 268
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 270
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
377 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 296
380 if (op->type == PLAYER) 297 if (op->type == PLAYER)
381 { 298 {
382 if (tmp->type == POTION) 299 if (tmp->type == POTION)
383 { 300 {
384 potion_max = 1; 301 potion_max = 1;
302
385 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
386 { 304 {
387 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
388 306 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 316 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 318 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 319
407 if (nstat != ostat) 320 if (nstat != ostat)
408 { 321 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 323 potion_max = 0;
411 } 324 }
412 else if (i) 325 else if (i)
413 { 326 {
414 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
418 331
419 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 334 * recalculates this anyway.
422 */ 335 */
423 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 338
426 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 340 } /* end of potion handling code */
428 } 341 }
429 342
430 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 344 * everything to set
432 */ 345 */
433 if (flag == -1) 346 if (flag == -1)
434 { 347 {
435 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 353 * and not the other move_ fields.
441 */ 354 */
442 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
443 } 356 }
444 357
445 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
448 */ 361 */
449 op->update_stats (); 362 op->update_stats ();
450 363
451 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 365 * print out message if this is a bow.
453 */ 366 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 368 {
456 success = 1; 369 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 371 }
459 372
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 374 {
462 success = 1; 375 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 377 }
465 378
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 380 {
468 success = 1; 381 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 383 }
471 384
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 386 {
474 success = 1; 387 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 389 }
477 390
479 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 395 * from fly high)
483 */ 396 */
484 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
485 { 398 {
486 success = 1; 399 success = 1;
487 400
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
490 */ 403 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 405 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 407 }
495 408
496 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 410 {
498 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 412 * in that case, you don't actually land
500 */ 413 */
501 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 416 }
417
504 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 420 }
510 421
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 423 * originally undead may change their status
513 */ 424 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 427 {
517 success = 1; 428 success = 1;
518 if (flag > 0) 429 if (flag > 0)
519 { 430 {
520 op->race = "undead"; 431 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 433 }
523 else 434 else
524 { 435 {
525 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 438 }
528 } 439 }
529 440
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 442 {
532 success = 1; 443 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 445 }
535 446
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 448 {
538 success = 1; 449 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 451 }
541 452
542 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 454 * vision
544 */ 455 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
546 { 457 {
547 success = 1; 458 success = 1;
548 if (flag > 0) 459 if (flag > 0)
549 { 460 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 463 else
553 { 464 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
557 op->contr->do_los = 1; 468 op->contr->do_los = 1;
558 } 469 }
559 } 470 }
560 else 471 else
561 { 472 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 475 else
565 { 476 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
569 op->contr->do_los = 1; 480 op->contr->do_los = 1;
570 } 481 }
571 } 482 }
572 } 483 }
573 484
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 486 {
576 success = 1; 487 success = 1;
577 if (op->type == PLAYER) 488 if (op->type == PLAYER)
578 op->contr->do_los = 1; 489 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 491 }
581 492
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 494 {
584 success = 1; 495 success = 1;
585 if (flag > 0) 496 if (flag > 0)
586 { 497 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 500 else
590 { 501 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 503 if (op->type == PLAYER)
593 op->contr->do_los = 1; 504 op->contr->do_los = 1;
594 } 505 }
595 } 506 }
596 else 507 else
597 { 508 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 511 else
601 { 512 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 514 if (op->type == PLAYER)
636 success = 1; 547 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 549 }
639 550
640 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
642 { 553 {
643 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
645 556
646 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
647 { 558 {
648 success = 1; 559 success = 1;
560
649 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 563 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 565
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 567 }
656 } 568 }
657 569
658 if (!potion_max) 570 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
661 { 572 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 573 {
664 success = 1; 574 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 576 }
667 }
668 }
669 577
670 return success; 578 return success;
671} 579}
672 580
673/* 581/*
674 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 584 */
677
678void 585void
679object::drain_stat () 586object::drain_stat ()
680{ 587{
681 drain_specific_stat (RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
682} 589}
683 590
684void 591void
685object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
686{ 593{
687 object *tmp; 594 object *tmp;
688 archetype *at; 595 archetype *at;
689 596
690 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
691 if (!at) 598 if (!at)
692 { 599 {
693 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return; 601 return;
695 } 602 }
697 { 604 {
698 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
699 606
700 if (!tmp) 607 if (!tmp)
701 { 608 {
702 tmp = arch_to_object (at); 609 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
705 } 612 }
706 } 613 }
707 614
715 * via an applied bad_luck object. 622 * via an applied bad_luck object.
716 */ 623 */
717void 624void
718object::change_luck (int value) 625object::change_luck (int value)
719{ 626{
720 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
721 if (!at) 628 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
723 else 630 else
724 { 631 {
725 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
727 if (!tmp) 634 if (!tmp)
728 { 635 {
729 if (!value) 636 if (!value)
730 return; 637 return;
731 638
732 tmp = arch_to_object (at); 639 tmp = at->instance ();
733 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
735 } 642 }
736 643
737 if (value) 644 if (value)
754 return; 661 return;
755 662
756 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
758 */ 665 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 667 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 669
763 stats.luck += diff; 670 stats.luck += diff;
764 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 679 */
773void 680void
774object::remove_statbonus () 681object::remove_statbonus ()
775{ 682{
776 stats.Str -= arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 684 {
778 stats.Con -= arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 686 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 688 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 689}
792 690
793/* 691/*
794 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 693 */
796void 694void
797object::add_statbonus () 695object::add_statbonus ()
798{ 696{
799 stats.Str += arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 698 {
801 stats.Con += arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 700 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 702 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
815 744
816/* 745/*
817 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
822 */ 751 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
826 */ 754 */
827
828void 755void
829object::update_stats () 756object::update_stats ()
830{ 757{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
837 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
838 767
839 /* 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 */
840 if (type == PLAYER) 769 if (type == PLAYER)
841 { 770 {
771 contr->delayed_update = false;
772
842 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
844 775
845 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 777 contr->encumbrance = 0;
847 778
848 attacktype = 0; 779 attacktype = 0;
780
849 contr->digestion = 0; 781 contr->digestion = 0;
850 contr->gen_hp = 0; 782 contr->gen_hp = 0;
851 contr->gen_sp = 0; 783 contr->gen_sp = 0;
852 contr->gen_grace = 0; 784 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 786 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 787 }
865 788
866 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
867 791
868 slaying = 0; 792 slaying = 0;
869 793
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 795 {
875 799
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
879 803
880 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);
881 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);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 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);
884 808
885 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
890 chosen_skill = NULL; 814
815 object *chosen_skill = 0;
891 816
892 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
893 * archetype clone 818 * archetype clone
894 */ 819 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
896 821
897 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
898 { 823 {
899 if (resist[i] > 0) 824 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
901 else 826 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
903 potion_resist[i] = 0; 829 potion_resist[i] = 0;
904 } 830 }
905 831
906 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
907 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
908 834
909 /* 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,
910 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
911 * 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 -
912 * 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,
913 * 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
914 * that their protection from physical goes down 840 * that their protection from physical goes down
915 */ 841 */
916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 843 {
918 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
919 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;
920 } 846 }
921 else 847 else
922 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
923 849
924 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
925 speed = arch->clone.speed; 851 speed = arch->speed;
926 852
927 /* 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.
928 * 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.
929 */ 855 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
940 * 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
941 * then calls this function. 860 * then calls this function.
942 */ 861 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue; 863 continue;
864
865 glow_radius += tmp->glow_radius;
945 866
946 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
948 { 869 {
949 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
962 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp; 884 grace_obj = tmp;
964 } 885 }
965 } 886 }
966 887
967 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
968 * objects need to make adjustments. 889 * objects need to make adjustments.
969 * This block should handle all player specific changes 890 * This block should handle all player specific changes
970 * 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
971 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
974 * up, etc. 895 * up, etc.
975 */ 896 */
976 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)
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
978 { 901 {
979 if (type == PLAYER) 902 if (type == PLAYER)
980 { 903 {
981 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
982 contr->ranges[range_bow] = tmp;
983 905
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 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;
986 912
987 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] += tmp->stats.stat (i);
989 915
990 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
991 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array.
993 */
994 if ((tmp->type == WEAPON) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1002 { 917 {
1003 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1005 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 } 924 }
1010 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1011 931
1012 /* Update slots used for items */ 932 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1016 936
1017 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1018 {
1019 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);
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
1022 }
1023 939
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 944 */
945 if (tmp->type == POTION_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++)
947 {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialised to zero.
950 // TODO: this is askign for a magic marker optimisation
951 */
952 if (potion_resist[i])
953 max_it (potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
1029 if (tmp->type != POTION) 957 else if (tmp->type != POTION)
958 for (int i = 0; i < NROFATTACKS; i++)
959 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type != SYMPTOM)
1030 { 966 {
1031 for (i = 0; i < NROFATTACKS; i++) 967 attacktype |= tmp->attacktype;
1032 { 968 path_attuned |= tmp->path_attuned;
1033 /* Potential for cursed potions, in which case we just can use 969 path_repelled |= tmp->path_repelled;
1034 * a straight MAX, as potion_resist is initialised to zero. 970 path_denied |= tmp->path_denied;
1035 */ 971 move_type |= tmp->move_type;
1036 if (tmp->type == POTION_EFFECT) 972 stats.luck += tmp->stats.luck;
1037 {
1038 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else
1041 potion_resist[i] = tmp->resist[i];
1042 }
1043 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1047 }
1048 } 973 }
1049 974
1050 /* There may be other things that should not adjust the attacktype */ 975 flag |= tmp->flag & copy_flags;
1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1052 attacktype |= tmp->attacktype;
1053 976
1054 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied;
1057 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type;
1059
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 977 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 978 SET_FLAG (this, FLAG_UNDEAD);
1070 979
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 980 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 981 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 982 SET_FLAG (this, FLAG_MAKE_INVIS);
1076 985
1077 if (tmp->stats.exp && tmp->type != SKILL) 986 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 987 {
1079 if (tmp->stats.exp > 0) 988 if (tmp->stats.exp > 0)
1080 { 989 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 990 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 991 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 992 }
1084 else 993 else
1085 added_speed += (float) tmp->stats.exp; 994 added_speed += tmp->stats.exp;
1086 } 995 }
1087 996
1088 switch (tmp->type) 997 switch (tmp->type)
1089 { 998 {
1090 /* skills modifying the character -b.t. */ 999 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1000 /* for all skills and skill granting objects */
1092 case SKILL: 1001 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1002 {
1003 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1094 break; 1004 break;
1095 1005
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill) 1006 if (chosen_skill)
1007 {
1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1008 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1009 &name, &chosen_skill->name, &tmp->name);
1101 1010
1011 tmp->flag [FLAG_APPLIED] = false;
1012 update_stats ();
1013 return;
1014 }
1015 else
1102 chosen_skill = tmp; 1016 chosen_skill = tmp;
1103 1017
1104 if (tmp->stats.dam > 0) 1018 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1019 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1020 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1021 weapon_speed = WEAPON_SPEED (tmp);
1108 1022
1109 if (weapon_speed < 0) 1023 if (weapon_speed < 0)
1110 weapon_speed = 0; 1024 weapon_speed = 0;
1111 1025
1112 weapon_weight = tmp->weight; 1026 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1027 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1114 1028
1115 if (tmp->magic) 1029 if (tmp->magic)
1116 stats.dam += tmp->magic; 1030 stats.dam += tmp->magic;
1117 } 1031 }
1118 1032
1119 if (tmp->stats.wc) 1033 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1034 wc -= tmp->stats.wc + tmp->magic;
1121 1035
1122 if (tmp->slaying != NULL) 1036 if (tmp->slaying)
1123 slaying = tmp->slaying; 1037 slaying = tmp->slaying;
1124 1038
1125 if (tmp->stats.ac) 1039 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1040 ac -= tmp->stats.ac + tmp->magic;
1127 1041
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1042 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1043 contr->encumbrance += 3 * tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break; 1044 }
1135 1045
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1046 break;
1145 1047
1146 case SHIELD: 1048 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1049 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1050 contr->encumbrance += tmp->weight / 2000;
1051 //FALLTHROUGH
1149 case RING: 1052 case RING:
1150 case AMULET: 1053 case AMULET:
1151 case GIRDLE: 1054 case GIRDLE:
1152 case HELMET: 1055 case HELMET:
1153 case BOOTS: 1056 case BOOTS:
1154 case GLOVES: 1057 case GLOVES:
1155 case CLOAK: 1058 case CLOAK:
1156 if (tmp->stats.wc) 1059 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1060 wc -= tmp->stats.wc + tmp->magic;
1158 1061
1159 if (tmp->stats.dam) 1062 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1063 stats.dam += tmp->stats.dam + tmp->magic;
1161 1064
1162 if (tmp->stats.ac) 1065 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1066 ac -= tmp->stats.ac + tmp->magic;
1164 1067
1165 break; 1068 break;
1166 1069
1070 case WAND:
1071 case ROD:
1072 case HORN:
1073 case SKILL_TOOL:
1074 if (type != PLAYER)
1075 chosen_skill = find_skill_by_name (this, tmp->skill);
1076 break;
1077
1078 case BOW:
1167 case WEAPON: 1079 case WEAPON:
1080 if (type != PLAYER || current_weapon == tmp)
1081 {
1082 chosen_skill = find_skill_by_name (this, tmp->skill);
1083
1168 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1169 1085
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1172 1088
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1092
1177 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1178 weapon_speed = 0; 1094 weapon_speed = 0;
1179 1095
1180 slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1181 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1183 * go. 1100 * go.
1184 */ 1101 */
1185 current_weapon = tmp; 1102
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1188 1107
1189 break; 1108 break;
1190 1109
1191 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1194 1113
1195 case BRACERS: 1114 case BRACERS:
1196 case FORCE: 1115 case FORCE:
1197 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1198 { 1117 {
1215 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1216 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1217 } 1136 }
1218 1137
1219 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1220 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1221 1140
1222 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1224 1143
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1144 if (ARMOUR_SPEED (tmp))
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1227 1146
1228 break; 1147 break;
1229 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1230 } /* item is equipped */ 1149 } /* item is equipped */
1231 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 if (type != PLAYER)
1153 this->chosen_skill = chosen_skill;
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1232 1156
1233 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1235 */ 1159 */
1236 1160
1238 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1166 */
1243 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1168 {
1245 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1246 1170
1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1248 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1249 } 1173 }
1250 1174
1251 /* Figure out the players sp/mana/hp totals. */
1252 if (type == PLAYER) 1175 if (type == PLAYER)
1253 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1185 /* Figure out the players sp/mana/hp totals. */
1254 int pl_level; 1186 int pl_level;
1255 1187
1256 check_stat_bounds (&(stats));
1257 pl_level = level;
1258
1259 if (pl_level < 1)
1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1261 1189
1262 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1264 */ 1192 */
1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1266 { 1195 {
1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268 1197
1269 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1271 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1272 j++; 1200 j++;
1273 else 1201 else
1274 j--; 1202 j--;
1275 }
1276 1203
1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1278 } 1205 }
1279 1206
1280 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1281 stats.maxhp += 2;
1282 1208
1283 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1284 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1285 1211
1286 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1299 1225
1300 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1227 stats.maxsp = 1;
1302 else 1228 else
1303 { 1229 {
1304 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1305 1231
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1307 { 1233 {
1308 float stmp; 1234 float stmp;
1309 1235
1310 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1311 if (i < 2) 1237 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1239 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1241
1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1319 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1320 } 1243 }
1321 1244
1322 stats.maxsp = (int) sp_tmp; 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1323
1324 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2;
1326 } 1246 }
1247
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1329 stats.sp = stats.maxsp * 2;
1330 1250
1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1332 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this; 1253 grace_obj = this;
1334 1254
1339 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1263 */
1344 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1346 { 1267 {
1347 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1348 1269
1349 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1350 if (i < 2) 1271 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1273 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1275
1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1360 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1361 } 1277 }
1362 1278
1363 stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 stats.maxgrace += 2;
1368 } 1281 }
1282
1369 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1370 1284
1371 if (contr->braced) 1285 if (contr->braced)
1372 { 1286 {
1373 ac += 2; 1287 ac += 2;
1385 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1389 */ 1303 */
1304 object *wc_obj = chosen_skill;
1390 1305
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1307 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1394 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1395 { 1311 {
1396 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1313 if (!(i % 6))
1398 wc--; 1314 wc--;
1315
1399 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1319 }
1403 } 1320 }
1404 else 1321 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1406 1323
1407 stats.dam += dam_bonus[stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1408 1325
1409 if (stats.dam < 1) 1326 if (stats.dam < 1)
1410 stats.dam = 1; 1327 stats.dam = 1;
1411 1328
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1413 1330
1414 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1332 speed -= 1;
1416
1417 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype;
1419
1420 } /* End if player */ 1333 } /* End if player */
1421 1334
1422 if (added_speed >= 0) 1335 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1426 1339
1427 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1428 if (speed > max) 1341 speed = min (speed, max_speed);
1429 speed = max;
1430 1342
1431 if (type == PLAYER) 1343 if (type == PLAYER)
1432 { 1344 {
1433 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1434 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1435 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1437 */ 1349 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1351 if (f > 0.f)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1353 }
1442 1354
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1444 1357
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1447 */ 1360 */
1448 speed = speed * speed_reduce_from_disease; 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1449 1362
1450 if (speed < 0.01 && type == PLAYER) 1363 if (speed != old_speed)
1451 speed = 0.01; 1364 set_speed (speed);
1452 1365
1453 if (type == PLAYER) 1366 if (type == PLAYER)
1454 { 1367 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1461 */ 1372 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1469 if (K <= 0) 1382 if (K <= 0.01f)
1470 K = 0.01; 1383 K = 0.01f;
1471 S = speed / (K * s); 1384
1472 contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1473 } 1386 }
1474 1387
1475 /* I want to limit the power of small monsters with big weapons: */ 1388 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1478 1391
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1480 * should be more than enough - remember, AC is also in 8 bits, 1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496 1394
1497 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1498 * give them walking as a default. 1396 * give them walking as a default.
1499 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1500 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1503 if (move_type == 0) 1401 if (move_type == 0)
1504 move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1507 1405
1508 if (speed != old_speed) 1406 // now apply the new move_type
1509 set_speed (speed); 1407 if (this->move_type != move_type)
1408 change_move_type (move_type);
1510 1409
1511 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1512 * so we will check that now. 1411 * so we will check that now.
1513 */ 1412 */
1514 if (type == PLAYER) 1413 if (is_player ())
1414 contr->update_spells ();
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1515 { 1429 {
1516 esrv_update_stats (contr); 1430 env->update_stats ();
1517 esrv_update_spells (contr); 1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1518 } 1434 }
1519} 1435}
1520 1436
1521/* 1437/*
1522 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1526 * false otherwise. 1442 * false otherwise.
1527 */ 1443 */
1528int 1444int
1529allowed_class (const object *op) 1445allowed_class (const object *op)
1530{ 1446{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1447 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1533} 1454}
1534 1455
1535/* 1456/*
1536 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1538 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1539 *
1540 * Note that the title is written to 'own_title' in the
1541 * player struct. This should be changed to 'ext_title'
1542 * as soon as clients support this!
1543 * Please, anyone, write support for 'ext_title'.
1544 */ 1460 */
1545void 1461void
1546set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1547{ 1463{
1548 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1566 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1567 or else at random */ 1483 or else at random */
1568 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1569 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1570 1486
1571 level = (int) (level / 5.);
1572
1573 /* now set the new title */ 1487 /* now set the new title */
1574 if (pl->contr != NULL)
1575 {
1576 if (level == 0)
1577 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1578 else if (level == 1)
1579 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1580 else if (level == 2)
1581 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1582 else if (level == 3)
1583 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1584 else 1492 else
1585 { 1493 {
1586 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1587 if (skin->resist[atnr] > 80)
1588 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589 else if (skin->resist[atnr] > 50)
1590 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1591 else
1592 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1593 }
1594 } 1498 }
1595 1499
1596 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1597} 1501}
1598 1502
1599/* 1503/*
1600 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1601 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1602 * or change the ability-focus. 1506 * or change the ability-focus.
1603 */ 1507 */
1604void 1508static void
1605dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1606{ 1510{
1607 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1608 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1515
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1616 { 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618 abil = tmp; 1520 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1620 skin = tmp; 1522 skin = tmp;
1621 } 1523
1622 }
1623 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1525 if (abil == NULL)
1625 return; 1526 return;
1626 1527
1627 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1668 object *skill_obj; 1569 object *skill_obj;
1669 1570
1670 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1671 if (!skill_obj) 1572 if (!skill_obj)
1672 { 1573 {
1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1674 return NULL; 1575 return NULL;
1675 } 1576 }
1577
1676 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1677 * still doesn't know it. 1579 * still doesn't know it.
1678 */ 1580 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1583 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1683 if (op->contr) 1585
1684 { 1586 if (player *pl = op->contr)
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->link_skills ();
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588
1687 }
1688 return skill_obj; 1589 return skill_obj;
1689} 1590}
1690
1691 1591
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1693 * whether the player gets more hp, sp and new levels. 1593 * whether the player gets more hp, sp and new levels.
1694 * Note this this function should only be called for players. Monstes 1594 * Note this this function should only be called for players. Monstes
1695 * don't really gain levels 1595 * don't really gain levels
1698 */ 1598 */
1699void 1599void
1700player_lvl_adj (object *who, object *op) 1600player_lvl_adj (object *who, object *op)
1701{ 1601{
1702 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1603 bool changed = false;
1703 1604
1704 if (!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1705 op = who; 1606 op = who;
1706 1607
1707 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708 { 1609 {
1610 changed = true;
1611
1709 op->level++; 1612 op->level++;
1710 1613
1711 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1712 dragon_level_gain (who); 1615 dragon_level_gain (who);
1713 1616
1714 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1715 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 { 1619 {
1717 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1718 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1719 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1720 } 1623 }
1721 1624
1722 who->update_stats ();
1723 if (op->level > 1) 1625 if (op->level > 1)
1724 { 1626 {
1725 if (op->type != PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1727 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1728 sprintf (buf, "You are now level %d.", op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1729 if (who) 1638 if (who)
1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 } 1640 }
1732 player_lvl_adj (who, op); /* To increase more levels */
1733 } 1641 }
1642
1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735 { 1644 {
1645 changed = true;
1646
1736 op->level--; 1647 op->level--;
1737 who->update_stats (); 1648
1738 if (op->type != PLAYER) 1649 if (op->type != PLAYER)
1739 { 1650 {
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 } 1653 }
1743 player_lvl_adj (who, op); /* To decrease more levels */
1744 } 1654 }
1745 1655
1746 /* check if the spell data has changed */ 1656 if (changed)
1747 esrv_update_stats (who->contr); 1657 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1748 esrv_update_spells (who->contr);
1749} 1658}
1750 1659
1751/* 1660/*
1752 * Returns how much experience is needed for a player to become 1661 * Returns how much experience is needed for a player to become
1753 * the given level. level should really never exceed max_level 1662 * the given level. level should really never exceed max_level
1756sint64 1665sint64
1757level_exp (int level, double expmul) 1666level_exp (int level, double expmul)
1758{ 1667{
1759 if (level > settings.max_level) 1668 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1669 return (sint64) (expmul * levels[settings.max_level]);
1670
1761 return (sint64) (expmul * levels[level]); 1671 return (sint64) (expmul * levels[level]);
1762} 1672}
1763 1673
1764/* 1674/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1675 * Ensure that the permanent experience requirements in an exp object are met.
1796 * flag is what to do if the player doesn't have the skill: 1706 * flag is what to do if the player doesn't have the skill:
1797 */ 1707 */
1798static void 1708static void
1799add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1709add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1800{ 1710{
1801 object *skill_obj = NULL; 1711 object *skill_obj;
1802 sint64 limit, exp_to_add; 1712 sint64 limit, exp_to_add;
1803 int i; 1713 int i;
1804 1714
1805 /* prevents some forms of abuse. */ 1715 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1716 if (op->contr->braced)
1807 exp = exp / 5; 1717 exp /= 5;
1808 1718
1809 /* Try to find the matching skill. 1719 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1720 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1721 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1722 * the players inventory.
1813 */ 1723 */
1724 skill_obj = 0;
1725
1814 if (skill_name) 1726 if (skill_name)
1815 { 1727 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1728 skill_obj = op->contr->find_skill (skill_name);
1817 skill_obj = op->chosen_skill;
1818 else
1819 {
1820 for (i = 0; i < NUM_SKILLS; i++)
1821 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1822 {
1823 skill_obj = op->contr->last_skill_ob[i];
1824 break;
1825 }
1826 1729
1827 /* Player doesn't have the skill. Check to see what to do, and give 1730 /* Player doesn't have the skill. Check to see what to do, and give
1828 * it to the player if necessary 1731 * it to the player if necessary
1829 */ 1732 */
1830 if (!skill_obj) 1733 if (!skill_obj)
1831 { 1734 {
1832 if (flag == SK_EXP_NONE) 1735 if (flag == SK_EXP_NONE)
1833 return; 1736 return;
1737
1834 else if (flag == SK_EXP_ADD_SKILL) 1738 if (flag == SK_EXP_ADD_SKILL)
1835 give_skill_by_name (op, skill_name); 1739 skill_obj = give_skill_by_name (op, skill_name);
1836 }
1837 } 1740 }
1838 } 1741 }
1839 1742
1840 if (flag != SK_EXP_SKILL_ONLY) 1743 if (flag != SK_EXP_SKILL_ONLY)
1841 { 1744 {
1874 player_lvl_adj (op, skill_obj); 1777 player_lvl_adj (op, skill_obj);
1875 } 1778 }
1876} 1779}
1877 1780
1878/* This function checks to make sure that object 'op' can 1781/* This function checks to make sure that object 'op' can
1879 * lost 'exp' experience. It returns the amount of exp 1782 * lose 'exp' experience. It returns the amount of exp
1880 * object 'op' can in fact lose - it basically makes 1783 * object 'op' can in fact lose - it basically makes
1881 * adjustments based on permanent exp and the like. 1784 * adjustments based on permanent exp and the like.
1882 * This function should always be used for losing experience - 1785 * This function should always be used for losing experience -
1883 * the 'exp' value passed should be positive - this is the 1786 * the 'exp' value passed should be positive - this is the
1884 * amount that should get subtract from the player. 1787 * amount that should get subtract from the player.
1885 */ 1788 */
1886sint64 1789static sint64
1887check_exp_loss (const object *op, sint64 exp) 1790check_exp_loss (const object *op, sint64 exp)
1888{ 1791{
1889 sint64 del_exp; 1792 sint64 del_exp;
1890 1793
1891 if (exp > op->stats.exp) 1794 if (exp > op->stats.exp)
1892 exp = op->stats.exp; 1795 exp = op->stats.exp;
1796
1893 if (settings.permanent_exp_ratio) 1797 if (settings.permanent_exp_ratio)
1894 { 1798 {
1895 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1799 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1800
1896 if (del_exp < 0) 1801 if (del_exp < 0)
1897 del_exp = 0; 1802 del_exp = 0;
1803
1898 if (exp > del_exp) 1804 if (exp > del_exp)
1899 exp = del_exp; 1805 exp = del_exp;
1900 } 1806 }
1807
1901 return exp; 1808 return exp;
1902} 1809}
1903 1810
1904sint64 1811sint64
1905check_exp_adjust (const object *op, sint64 exp) 1812check_exp_adjust (const object *op, sint64 exp)
1906{ 1813{
1907 if (exp < 0) 1814 if (exp < 0)
1908 return check_exp_loss (op, exp); 1815 return check_exp_loss (op, exp);
1909 else 1816 else
1910 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1817 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1911} 1818}
1912
1913 1819
1914/* Subtracts experience from player. 1820/* Subtracts experience from player.
1915 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1916 * only subtract from the matching skill. Otherwise, 1822 * only subtract from the matching skill. Otherwise,
1917 * this subtracts a portion from all 1823 * this subtracts a portion from all
1931 sint64 del_exp; 1837 sint64 del_exp;
1932 1838
1933 for (tmp = op->inv; tmp; tmp = tmp->below) 1839 for (tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->type == SKILL && tmp->stats.exp) 1840 if (tmp->type == SKILL && tmp->stats.exp)
1935 { 1841 {
1936 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1937 { 1843 {
1938 del_exp = check_exp_loss (tmp, exp); 1844 del_exp = check_exp_loss (tmp, exp);
1939 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1940 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1941 } 1847 }
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1855 player_lvl_adj (op, tmp);
1950 } 1856 }
1951 } 1857 }
1858
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1860 {
1954 del_exp = check_exp_loss (op, exp); 1861 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1863 player_lvl_adj (op, NULL);
1957 } 1864 }
1958} 1865}
1959
1960
1961 1866
1962/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1869 *
1965 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1874 * these last two values are only used for players.
1970 */ 1875 */
1971
1972void 1876void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1878{
1975
1976#ifdef EXP_DEBUG 1879#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1881#endif
1979 1882
1980 /* safety */ 1883 /* safety */
2021 else 1924 else
2022 /* note that when you lose exp, it doesn't go against 1925 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1926 * a particular skill, so we don't need to pass that
2024 * along. 1927 * along.
2025 */ 1928 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 1930 }
2029} 1931}
2030 1932
2031/* Applies a death penalty experience, the size of this is defined by the 1933/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 1936 */
2035
2036void 1937void
2037apply_death_exp_penalty (object *op) 1938apply_death_exp_penalty (object *op)
2038{ 1939{
2039 object *tmp;
2040 sint64 loss; 1940 sint64 loss;
2041 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1941 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2042 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1942 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2043 1943
2044 for (tmp = op->inv; tmp; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2045 if (tmp->type == SKILL && tmp->stats.exp) 1945 if (tmp->type == SKILL && tmp->stats.exp)
2046 { 1946 {
2047
2048 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1947 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2049 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1948 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2050 1949
2051 /* With the revised exp system, you can get cases where 1950 /* With the revised exp system, you can get cases where
2052 * losing several levels would still require that you have more 1951 * losing several levels would still require that you have more
2053 * exp than you currently have - this is true if the levels 1952 * exp than you currently have - this is true if the levels
2054 * tables is a lot harder. 1953 * tables is a lot harder.
2055 */ 1954 */
2056 if (level_loss < 0) 1955 if (level_loss < 0)
2057 level_loss = 0; 1956 level_loss = 0;
2058 1957
2059 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1958 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2060 1959
2061 tmp->stats.exp -= loss; 1960 tmp->stats.exp -= loss;
2062 player_lvl_adj (op, tmp); 1961 player_lvl_adj (op, tmp);
2063 } 1962 }
2064 1963
2065 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1964 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1965 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1966
2067 if (level_loss < 0) 1967 if (level_loss < 0)
2068 level_loss = 0; 1968 level_loss = 0;
1969
2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1970 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2070 1971
2071 op->stats.exp -= loss; 1972 op->stats.exp -= loss;
2072 player_lvl_adj (op, NULL); 1973 player_lvl_adj (op, NULL);
2073} 1974}
2074 1975

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