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Comparing deliantra/server/common/living.C (file contents):
Revision 1.14 by elmex, Mon Dec 11 12:49:03 2006 UTC vs.
Revision 1.118 by root, Sun Apr 11 00:34:05 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", "wisdom", "charisma", "intelligence", "power" 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", "Wis", "Cha", "Int", "Pow" 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 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274
275void 240void
276change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
277{ 242{
278 if (value == 0) 243 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 244}
334 245
335/* 246/*
336 * 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
337 * 1-30 stat limit. 248 * 1-30 stat limit.
338 */ 249 */
339
340void 250void
341check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
342{ 252{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
347 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 257 }
350} 258}
351 259
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 261
354/* 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,
355 * 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
356 * 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.
357 */ 265 */
358#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
360 268
361/* 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. */
362 270
363/* 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
364 * the object. 272 * the object.
365 * 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
366 * can be applied or not. 274 * can be applied or not.
367 * 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
368 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
369 * 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
370 * 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
371 * 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
372 * that gives them that ability. 280 * that gives them that ability.
373 */ 281 */
374int 282int
375change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
376{ 284{
377 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;
378 char message[MAX_BUF]; 287 char message[MAX_BUF];
379 int potion_max = 0; 288 int potion_max = 0;
380 289
381 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
384 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 296
387 if (op->type == PLAYER) 297 if (op->type == PLAYER)
388 { 298 {
389 if (tmp->type == POTION) 299 if (tmp->type == POTION)
390 { 300 {
391 potion_max = 1; 301 potion_max = 1;
302
392 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
393 { 304 {
394 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
395 306 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 307
399 /* 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 */
400 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
401 310
402 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * 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
405 * to allow for that. 313 * to allow for that.
406 */ 314 */
407 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 316 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 318 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
412 }
413 if (nstat != ostat) 320 if (nstat != ostat)
414 { 321 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 323 potion_max = 0;
417 } 324 }
418 else if (i) 325 else if (i)
419 { 326 {
420 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 328 potion_max = 1;
422 } 329 }
423 } 330 }
331
424 /* 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
425 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 334 * recalculates this anyway.
427 */ 335 */
428 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
430 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 340 } /* end of potion handling code */
432 } 341 }
433 342
434 /* 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
435 * everything to set 344 * everything to set
436 */ 345 */
437 if (flag == -1) 346 if (flag == -1)
438 { 347 {
439 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 353 * and not the other move_ fields.
445 */ 354 */
446 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
447 } 356 }
448 357
449 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
450 * 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
451 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
452 */ 361 */
453 fix_player (op); 362 op->update_stats ();
454 363
455 /* 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
456 * print out message if this is a bow. 365 * print out message if this is a bow.
457 */ 366 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 368 {
460 success = 1; 369 success = 1;
461 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.");
462 } 371 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 374 {
465 success = 1; 375 success = 1;
466 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.");
467 } 377 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
469 { 380 {
470 success = 1; 381 success = 1;
471 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.");
472 } 383 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 389 }
390
478 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
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 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 448 {
537 success = 1; 449 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 451 }
452
540 /* 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
541 * vision 454 * vision
542 */ 455 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
544 { 457 {
545 success = 1; 458 success = 1;
546 if (flag > 0) 459 if (flag > 0)
547 { 460 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
549 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.");
550 else 463 else
551 { 464 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 466 op->set_flag (FLAG_BLIND);
554 if (op->type == PLAYER) 467 if (op->type == PLAYER)
555 op->contr->do_los = 1; 468 op->contr->do_los = 1;
556 } 469 }
557 } 470 }
558 else 471 else
559 { 472 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
561 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.");
562 else 475 else
563 { 476 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 478 op->clr_flag (FLAG_BLIND);
566 if (op->type == PLAYER) 479 if (op->type == PLAYER)
567 op->contr->do_los = 1; 480 op->contr->do_los = 1;
568 } 481 }
569 } 482 }
570 } 483 }
571 484
572 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])
573 { 486 {
574 success = 1; 487 success = 1;
575 if (op->type == PLAYER) 488 if (op->type == PLAYER)
576 op->contr->do_los = 1; 489 op->contr->do_los = 1;
577 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.");
578 } 491 }
579 492
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 494 {
582 success = 1; 495 success = 1;
583 if (flag > 0) 496 if (flag > 0)
584 { 497 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
586 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.");
587 else 500 else
588 { 501 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 503 if (op->type == PLAYER)
591 op->contr->do_los = 1; 504 op->contr->do_los = 1;
592 } 505 }
593 } 506 }
594 else 507 else
595 { 508 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
597 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.");
598 else 511 else
599 { 512 {
600 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.");
601 if (op->type == PLAYER) 514 if (op->type == PLAYER)
608 { 521 {
609 success = 1; 522 success = 1;
610 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 } 524 }
612 525
526 if (digest_types [tmp->type])
527 {
613 if (tmp->stats.hp && op->type == PLAYER) 528 if (tmp->stats.hp && op->type == PLAYER)
614 { 529 {
615 success = 1; 530 success = 1;
616 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 } 532 }
618 533
619 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 534 if (tmp->stats.sp && op->type == PLAYER
620 { 535 && tmp->type != SKILL && tmp->type != BOW)
536 {
621 success = 1; 537 success = 1;
622 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 } 539 }
624 540
625 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
626 if (tmp->stats.grace && op->type == PLAYER) 542 if (tmp->stats.grace && op->type == PLAYER)
627 { 543 {
628 success = 1; 544 success = 1;
629 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 } 546 }
631 547
632 if (tmp->stats.food && op->type == PLAYER) 548 if (tmp->stats.food && op->type == PLAYER)
633 { 549 {
634 success = 1; 550 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 }
636 } 553 }
637 554
638 /* Messages for changed resistance */ 555 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 556 for (int i = 0; i < NROFATTACKS; i++)
640 { 557 {
641 if (i == ATNR_PHYSICAL) 558 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 559 continue; /* Don't display about armour */
643 560
644 if (op->resist[i] != refop.resist[i]) 561 if (op->resist [i] != prev_resist [i])
645 { 562 {
646 success = 1; 563 success = 1;
564
647 if (op->resist[i] > refop.resist[i]) 565 if (op->resist [i] > prev_resist [i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
649 else 567 else
650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 568 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
651 569
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 570 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 571 }
654 } 572 }
655 573
656 if (tmp->type != EXPERIENCE && !potion_max) 574 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 575 for (int j = 0; j < NUM_STATS; j++)
659 { 576 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 577 {
662 success = 1; 578 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 579 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 580 }
665 } 581
666 }
667 return success; 582 return success;
668} 583}
669 584
670/* 585/*
671 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 588 */
674
675void 589void
676drain_stat (object *op) 590object::drain_stat ()
677{ 591{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
679} 593}
680 594
681void 595void
682drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
683{ 597{
684 object *tmp; 598 object *tmp;
685 archetype *at; 599 archetype *at;
686 600
687 at = archetype::find (ARCH_DEPLETION); 601 at = archetype::find (shstr_depletion);
688 if (!at) 602 if (!at)
689 { 603 {
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 605 return;
692 } 606 }
693 else 607 else
694 { 608 {
695 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
696 if (!tmp) 611 if (!tmp)
697 { 612 {
698 tmp = arch_to_object (at); 613 tmp = at->instance ();
699 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 615 tmp->set_flag (FLAG_APPLIED);
701 } 616 }
702 } 617 }
703 618
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 621 update_stats ();
707} 622}
708 623
709/* 624/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 626 * via an applied bad_luck object.
712 */ 627 */
713
714void 628void
715change_luck (object *op, int value) 629object::change_luck (int value)
716{ 630{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 631 archetype *at = archetype::find (shstr_luck);
722 if (!at) 632 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 634 else
725 { 635 {
726 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
727 if (!tmp) 638 if (!tmp)
728 { 639 {
729 if (!value) 640 if (!value)
730 return; 641 return;
731 tmp = arch_to_object (at); 642
643 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 645 tmp->set_flag (FLAG_APPLIED);
734 } 646 }
647
735 if (value) 648 if (value)
736 { 649 {
737 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 652 * in op itself).
740 */ 653 */
741 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
742 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
743 { 657 {
744 op->stats.luck += value; 658 stats.luck += value;
745 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
746 } 660 }
747 } 661 }
748 else 662 else
749 { 663 {
750 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
751 {
752 return; 665 return;
753 } 666
754 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
756 */ 669 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 671 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 673
761 op->stats.luck += diff; 674 stats.luck += diff;
762 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
763 } 676 }
764 } 677 }
765 } 678 }
766} 679}
767 680
768/* 681/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 683 */
771
772void 684void
773remove_statbonus (object *op) 685object::remove_statbonus ()
774{ 686{
775 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
777 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 693}
790 694
791/* 695/*
792 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 697 */
794
795void 698void
796add_statbonus (object *op) 699object::add_statbonus ()
797{ 700{
798 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
800 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 707}
708
709static struct copy_flags : object::flags_t
710{
711 copy_flags ()
712 {
713 set (FLAG_LIFESAVE);
714 set (FLAG_REFL_SPELL);
715 set (FLAG_REFL_MISSILE);
716 set (FLAG_STEALTH);
717 set (FLAG_XRAYS);
718 set (FLAG_BLIND);
719 set (FLAG_SEE_IN_DARK);
720 }
721} copy_flags;
813 722
814/* 723/*
815 * Updates all abilities given by applied objects in the inventory 724 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 725 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 726 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 727 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 728 * and then adjusts them according to what the player has equipped.
820 */ 729 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 730 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 731 * spell system split, grace points now added to system --peterm
824 */ 732 */
825
826void 733void
827fix_player (object *op) 734object::update_stats ()
828{ 735{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 736 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 737 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
835 745
836 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 747 if (type == PLAYER)
838 { 748 {
749 contr->delayed_update = false;
750
839 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
840 { 752 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 753
842 }
843 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 755 contr->encumbrance = 0;
845 756
846 op->attacktype = 0; 757 attacktype = 0;
758
847 op->contr->digestion = 0; 759 contr->digestion = 0;
848 op->contr->gen_hp = 0; 760 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 761 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 762 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 764 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 765 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 766
767 for (int i = NUM_BODY_LOCATIONS; i--; )
768 slot[i].used = slot[i].info;
769
865 op->slaying = 0; 770 slaying = 0;
866 771
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
868 {
869 CLEAR_FLAG (op, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
871 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
872 777
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 781
885 op->path_attuned = op->arch->clone.path_attuned; 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 786
890 op->chosen_skill = NULL; 787 path_attuned = arch->path_attuned;
788 path_repelled = arch->path_repelled;
789 path_denied = arch->path_denied;
790 glow_radius = arch->glow_radius;
791 move_type = arch->move_type;
891 792
892 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
893 * archetype clone 794 * archetype clone
894 */ 795 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
896 797
897 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
898 { 799 {
899 if (op->resist[i] > 0) 800 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
901 else 802 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
903 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
904 } 806 }
905 807
906 wc = op->arch->clone.stats.wc; 808 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
908 810
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * 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, 814 * 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 815 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 816 * that their protection from physical goes down
915 */ 817 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
917 { 819 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 822 }
921 else 823 else
922 ac = op->arch->clone.stats.ac; 824 ac = arch->stats.ac;
923 825
924 op->stats.luck = op->arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
926 830
927 /* OK - we've reset most all the objects attributes to sane values. 831 /* 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. 832 * now go through and make adjustments for what the player has equipped.
929 */ 833 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
932 { 835 {
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 > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 837 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 838 * then calls this function.
942 */ 839 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
944 {
945 continue; 841 continue;
946 } 842
843 glow_radius += tmp->glow_radius;
947 844
948 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
950 { 847 {
951 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
954 if (!mana_obj) 851 if (!mana_obj)
955 mana_obj = tmp; 852 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 853 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 854 mana_obj = tmp;
958 } 855 }
856
959 if (IS_GRACE_SKILL (tmp->subtype)) 857 if (IS_GRACE_SKILL (tmp->subtype))
960 { 858 {
961 if (!grace_obj) 859 if (!grace_obj)
962 grace_obj = tmp; 860 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 862 grace_obj = tmp;
965 } 863 }
966 } 864 }
967 865
968 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 867 * objects need to make adjustments.
970 * This block should handle all player specific changes 868 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 871 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
975 * up, etc. 873 * up, etc.
976 */ 874 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 879 {
980 if (op->type == PLAYER) 880 if (type == PLAYER)
981 { 881 {
982 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 883
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
990 886
991 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 888 {
1004 op->contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1006 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 } 895 }
1011 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1012 902
1013 /* Update slots used for items */ 903 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1018 }
1019 907
1020 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1;
1025 }
1026 910
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
1032 if (tmp->type != POTION) 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1033 { 928 {
1034 for (i = 0; i < NROFATTACKS; i++) 929 attacktype |= tmp->attacktype;
1035 { 930 path_attuned |= tmp->path_attuned;
1036 /* Potential for cursed potions, in which case we just can use 931 path_repelled |= tmp->path_repelled;
1037 * a straight MAX, as potion_resist is initialized to zero. 932 path_denied |= tmp->path_denied;
1038 */ 933 move_type |= tmp->move_type;
1039 if (tmp->type == POTION_EFFECT) 934 stats.luck += tmp->stats.luck;
1040 {
1041 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else
1044 potion_resist[i] = tmp->resist[i];
1045 }
1046 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1050 }
1051 } 935 }
1052 936
1053 /* There may be other things that should not adjust the attacktype */ 937 flag |= tmp->flag & copy_flags;
1054 if (tmp->type != BOW && tmp->type != SYMPTOM)
1055 op->attacktype |= tmp->attacktype;
1056 938
1057 op->path_attuned |= tmp->path_attuned; 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1058 op->path_repelled |= tmp->path_repelled; 940 this->set_flag (FLAG_UNDEAD);
1059 op->path_denied |= tmp->path_denied;
1060 op->stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type;
1062 941
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 942 //TODO: copy_flags?
1064 SET_FLAG (op, FLAG_LIFESAVE); 943 if (tmp->flag [FLAG_MAKE_INVIS])
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066 SET_FLAG (op, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068 SET_FLAG (op, FLAG_REFL_MISSILE);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD);
1080
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 944 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 945 this->set_flag (FLAG_MAKE_INVIS);
1084 op->invisible = 1; 946 invisible = 1;
1085 } 947 }
1086 948
1087 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 950 {
1089 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1090 { 952 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 955 }
1094 else 956 else
1095 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1096 } 958 }
1097 959
1098 switch (tmp->type) 960 switch (tmp->type)
1099 { 961 {
1100 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */
1102 case SKILL: 962 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1104 break; 966 break;
1105 967
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 968 if (chosen_skill)
969 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1111 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1112 op->chosen_skill = tmp; 978 chosen_skill = tmp;
1113 979
1114 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1118 if (weapon_speed < 0) 984
1119 weapon_speed = 0;
1120 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
1122 if (tmp->magic) 988 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1124 } 990 }
1125 991
1126 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1128 994
1129 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 996 slaying = tmp->slaying;
1131 997
1132 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1000
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += 3 * tmp->weight / 1000;
1003 }
1136 1004
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1005 break;
1140 1006
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD: 1007 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += tmp->weight / 2000;
1010 //FALLTHROUGH
1154 case RING: 1011 case RING:
1155 case AMULET: 1012 case AMULET:
1156 case GIRDLE: 1013 case GIRDLE:
1157 case HELMET: 1014 case HELMET:
1158 case BOOTS: 1015 case BOOTS:
1159 case GLOVES: 1016 case GLOVES:
1160 case CLOAK: 1017 case CLOAK:
1161 if (tmp->stats.wc) 1018 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1019 wc -= tmp->stats.wc + tmp->magic;
1020
1163 if (tmp->stats.dam) 1021 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1165 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1025 ac -= tmp->stats.ac + tmp->magic;
1026
1167 break; 1027 break;
1168 1028
1029 case WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1034 case BOW:
1169 case WEAPON: 1035 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic); 1036 wc -= tmp->stats.wc + tmp->magic;
1037
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1040
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1041 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1044
1176 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1177 weapon_speed = 0; 1046 weapon_speed = 0;
1047
1178 op->slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1049
1179 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1181 * go. 1052 * go.
1182 */ 1053 */
1183 op->current_weapon = tmp; 1054
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1055 if (type == PLAYER)
1056 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1186 1058
1187 break; 1059 break;
1188 1060
1189 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1063 contr->encumbrance += tmp->weight / 1000;
1192 1064
1193 case BRACERS: 1065 case BRACERS:
1194 case FORCE: 1066 case FORCE:
1195 if (tmp->stats.wc) 1067 if (tmp->stats.wc)
1196 { 1068 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1072 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1073 }
1202 else 1074 else
1203 wc += tmp->stats.wc + tmp->magic; 1075 wc += tmp->stats.wc + tmp->magic;
1204 } 1076 }
1077
1205 if (tmp->stats.ac) 1078 if (tmp->stats.ac)
1206 { 1079 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1080 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1081 {
1209 ac += best_ac; /* Remove last bonus */ 1082 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1083 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1084 }
1212 else /* To nullify the below effect */ 1085 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1086 ac += tmp->stats.ac + tmp->magic;
1214 } 1087 }
1088
1215 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1090 wc -= tmp->stats.wc + tmp->magic;
1091
1217 if (tmp->stats.ac) 1092 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1093 ac -= tmp->stats.ac + tmp->magic;
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1094
1095 if (ARMOUR_SPEED (tmp))
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1096 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1097
1221 break; 1098 break;
1222 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1223 } /* item is equipped */ 1100 } /* item is equipped */
1224 } /* for loop of items */ 1101 } /* for loop of items */
1102
1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1225 1104
1226 /* We've gone through all the objects the player has equipped. For many things, we 1105 /* We've gone through all the objects the player has equipped. For many things, we
1227 * have generated intermediate values which we now need to assign. 1106 * have generated intermediate values which we now need to assign.
1228 */ 1107 */
1229 1108
1231 * If there is an uncursed potion in effect, granting more protection 1110 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'. 1111 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1112 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1113 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1114 */
1236 for (i = 0; i < NROFATTACKS; i++) 1115 for (int i = 0; i < NROFATTACKS; i++)
1237 { 1116 {
1238 op->resist[i] = prot[i] - vuln[i]; 1117 resist[i] = prot[i] - vuln[i];
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1118
1119 if (potion_resist[i] != -1000
1120 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1240 op->resist[i] = potion_resist[i]; 1121 resist[i] = potion_resist[i];
1122 }
1123
1124 if (type == PLAYER)
1241 } 1125 {
1126 // clamp various player stats
1127 for (int i = 0; i < NUM_STATS; ++i)
1128 stats.stat (i) = stat_sum [i];
1242 1129
1130 check_stat_bounds (&stats);
1131
1132 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1133
1243 /* Figure out the players sp/mana/hp totals. */ 1134 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level; 1135 int pl_level;
1247 1136
1248 check_stat_bounds (&(op->stats));
1249 pl_level = op->level;
1250
1251 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1137 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1253 1138
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1139 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1140 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1141 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1142 stats.maxhp = 0;
1143 for (int i = 1; i <= min (10, pl_level); i++)
1258 { 1144 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1145 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1146
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1147 if (i % 2 && con_bonus[stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0) 1148 if (con_bonus[stats.Con] > 0)
1263 j++; 1149 j++;
1264 else 1150 else
1265 j--; 1151 j--;
1266 } 1152
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1153 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1154 }
1269 1155
1270 for (i = 11; i <= op->level; i++) 1156 stats.maxhp += 2 * max (0, level - 10);
1271 op->stats.maxhp += 2;
1272 1157
1273 if (op->stats.hp > op->stats.maxhp) 1158 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1159 stats.hp = stats.maxhp;
1275 1160
1276 /* Sp gain is controlled by the level of the player's 1161 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1162 * relevant experience object (mana_obj, see above)
1278 */ 1163 */
1279 /* following happen when skills system is not used */ 1164 /* following happen when skills system is not used */
1280 if (!mana_obj) 1165 if (!mana_obj)
1281 mana_obj = op; 1166 mana_obj = this;
1167
1282 if (!grace_obj) 1168 if (!grace_obj)
1283 grace_obj = op; 1169 grace_obj = this;
1170
1284 /* set maxsp */ 1171 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1172 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1173 mana_obj = this;
1287 1174
1288 if (mana_obj == op && op->type == PLAYER) 1175 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1176 stats.maxsp = 1;
1291 }
1292 else 1177 else
1293 { 1178 {
1294 sp_tmp = 0.0; 1179 float sp_tmp = 0.f;
1180
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1181 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1182 {
1297 float stmp; 1183 float stmp;
1298 1184
1299 /* Got some extra bonus at first level */ 1185 /* Got some extra bonus at first level */
1300 if (i < 2) 1186 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1188 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1189 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1190
1308 if (stmp < 1.0)
1309 stmp = 1.0;
1310 sp_tmp += stmp; 1191 sp_tmp += max (1.f, stmp);
1311 } 1192 }
1312 op->stats.maxsp = (int) sp_tmp;
1313 1193
1314 for (i = 11; i <= mana_obj->level; i++) 1194 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1315 op->stats.maxsp += 2;
1316 } 1195 }
1196
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1197 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1198 stats.sp = min (stats.sp, stats.maxsp * 2);
1319 op->stats.sp = op->stats.maxsp * 2;
1320 1199
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1200 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1201 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1202 grace_obj = this;
1324 1203
1325 if (grace_obj == op && op->type == PLAYER) 1204 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1205 stats.maxgrace = 1;
1328 }
1329 else 1206 else
1330 { 1207 {
1331 /* store grace in a float - this way, the divisions below don't create 1208 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1209 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1210 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1211 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1212 */
1336 sp_tmp = 0.0; 1213 float sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1214
1215 for (int i = 1; i <= min (10, grace_obj->level); i++)
1338 { 1216 {
1339 float grace_tmp = 0.0; 1217 float grace_tmp = 0.f;
1340 1218
1341 /* Got some extra bonus at first level */ 1219 /* Got some extra bonus at first level */
1342 if (i < 2) 1220 if (i < 2)
1343 { 1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1222 else
1348 { 1223 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1224
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1354 sp_tmp += grace_tmp; 1225 sp_tmp += max (1.f, grace_tmp);
1355 } 1226 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357 1227
1358 /* two grace points per level after 11 */ 1228 /* two grace points per level after 10 */
1359 for (i = 11; i <= grace_obj->level; i++) 1229 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1360 op->stats.maxgrace += 2;
1361 } 1230 }
1231
1362 /* No limit on grace vs maxgrace */ 1232 /* No limit on grace vs maxgrace */
1363 1233
1364 if (op->contr->braced) 1234 if (contr->braced)
1365 { 1235 {
1366 ac += 2; 1236 ac += 2;
1367 wc += 4; 1237 wc += 4;
1368 } 1238 }
1369 else 1239 else
1370 ac -= dex_bonus[op->stats.Dex]; 1240 ac -= dex_bonus[stats.Dex];
1371 1241
1372 /* In new exp/skills system, wc bonuses are related to 1242 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1243 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1244 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1245 * I changed this slightly so that wc bonuses are better
1378 * improvement every level, now its fighterlevel/5. So 1248 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1249 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1250 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1251 * monster bonus the same as before. -b.t.
1382 */ 1252 */
1253 object *wc_obj = chosen_skill;
1383 1254
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1255 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1256 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1257 wc -= wc_obj->level + thaco_bonus[stats.Str];
1258
1387 for (i = 1; i < wc_obj->level; i++) 1259 for (int i = 1; i < wc_obj->level; i++)
1388 { 1260 {
1389 /* addtional wc every 6 levels */ 1261 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1262 if (!(i % 6))
1391 wc--; 1263 wc--;
1264
1392 /* addtional dam every 4 levels. */ 1265 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1266 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1267 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1268 }
1396 } 1269 }
1397 else 1270 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1271 wc -= level + thaco_bonus[stats.Str];
1399 1272
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1273 stats.dam += dam_bonus[stats.Str];
1401 1274
1402 if (op->stats.dam < 1) 1275 if (stats.dam < 1)
1403 op->stats.dam = 1; 1276 stats.dam = 1;
1404 1277
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1278 speed = 1.f + speed_bonus[stats.Dex];
1279
1406 if (settings.search_items && op->contr->search_str[0]) 1280 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1281 speed -= 1;
1408 if (op->attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype;
1410
1411 } /* End if player */ 1282 } /* End if player */
1412 1283
1413 if (added_speed >= 0) 1284 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1285 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1286 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1287 speed /= 1.f - added_speed;
1417 1288
1418 /* Max is determined by armour */ 1289 /* Max is determined by armour */
1419 if (op->speed > max) 1290 speed = min (speed, max_speed);
1420 op->speed = max;
1421 1291
1422 if (op->type == PLAYER) 1292 if (type == PLAYER)
1423 { 1293 {
1424 /* f is a number the represents the number of kg above (positive num) 1294 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1295 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1296 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1297 * much above he is, and what is max carry is
1428 */ 1298 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1299 float f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1300 if (f > 0.f)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1301 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1302 }
1433 1303
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1304 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 speed *= speed_reduce_from_disease;
1435 1306
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1307 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1308 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1438 */ 1309 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1310 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1440 1311
1441 if (op->speed < 0.01 && op->type == PLAYER) 1312 if (speed != old_speed)
1442 op->speed = 0.01; 1313 set_speed (speed);
1443 1314
1444 if (op->type == PLAYER) 1315 if (type == PLAYER)
1445 { 1316 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1317 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1318 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1319 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1320 * that would just be a real pain to read.
1452 */ 1321 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1322 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1323 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1324 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1325 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1326 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1327 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1328
1329 K *= (4 + level) * 1.2f / (6 + level);
1330
1460 if (K <= 0) 1331 if (K <= 0.01f)
1461 K = 0.01; 1332 K = 0.01f;
1462 S = op->speed / (K * s); 1333
1463 op->contr->weapon_sp = S; 1334 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1335 }
1336
1465 /* I want to limit the power of small monsters with big weapons: */ 1337 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1338 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1339 stats.dam = arch->stats.dam * 3;
1468 1340
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1341 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1342 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484 1343
1485 /* if for some reason the creature doesn't have any move type, 1344 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1345 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1346 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1347 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1348 * one or the other.
1490 */ 1349 */
1491 if (op->move_type == 0) 1350 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1351 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1352 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1353 move_type &= ~MOVE_WALK;
1495 1354
1496 update_ob_speed (op); 1355 // now apply the new move_type
1356 if (this->move_type != move_type)
1357 change_move_type (move_type);
1497 1358
1498 /* It is quite possible that a player's spell costing might have changed, 1359 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1360 * so we will check that now.
1500 */ 1361 */
1501 if (op->type == PLAYER) 1362 if (is_player ())
1502 esrv_update_spells (op->contr); 1363 contr->update_spells ();
1364
1365 // update the mapspace, if we are on a map
1366 if (!flag [FLAG_REMOVED] && map)
1367 map->at (x, y).flags_ = 0;
1368}
1369
1370void
1371object::set_glow_radius (sint8 rad)
1372{
1373 glow_radius = rad;
1374
1375 if (is_on_map ())
1376 update_all_los (map, x, y);
1377 else if (object *env = outer_env ())
1378 {
1379 env->update_stats ();
1380
1381 if (env->is_on_map ())
1382 update_all_los (env->map, env->x, env->y);
1383 }
1503} 1384}
1504 1385
1505/* 1386/*
1506 * Returns true if the given player is a legal class. 1387 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1388 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1389 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1390 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1391 * false otherwise.
1511 */ 1392 */
1512
1513int 1393int
1514allowed_class (const object *op) 1394allowed_class (const object *op)
1515{ 1395{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1396 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1397 && op->stats.Str > 0
1398 && op->stats.Con > 0
1399 && op->stats.Int > 0
1400 && op->stats.Wis > 0
1401 && op->stats.Pow > 0
1402 && op->stats.Cha > 0;
1518} 1403}
1519 1404
1520/* 1405/*
1521 * set the new dragon name after gaining levels or 1406 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1407 * changing ability focus (later this can be extended to
1523 * eventually change the player's face and animation) 1408 * eventually change the player's face and animation)
1524 *
1525 * Note that the title is written to 'own_title' in the
1526 * player struct. This should be changed to 'ext_title'
1527 * as soon as clients support this!
1528 * Please, anyone, write support for 'ext_title'.
1529 */ 1409 */
1530void 1410void
1531set_dragon_name (object *pl, const object *abil, const object *skin) 1411set_dragon_name (object *pl, const object *abil, const object *skin)
1532{ 1412{
1533 int atnr = -1; /* attacknumber of highest level */ 1413 int atnr = -1; /* attacknumber of highest level */
1551 /* now if there are equals at highest level, pick the one with focus, 1431 /* now if there are equals at highest level, pick the one with focus,
1552 or else at random */ 1432 or else at random */
1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1433 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 atnr = abil->stats.exp; 1434 atnr = abil->stats.exp;
1555 1435
1556 level = (int) (level / 5.);
1557
1558 /* now set the new title */ 1436 /* now set the new title */
1559 if (pl->contr != NULL)
1560 {
1561 if (level == 0)
1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1437 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1563 else if (level == 1)
1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1438 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1565 else if (level == 2)
1566 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1439 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1567 else if (level == 3)
1568 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1440 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1569 else 1441 else
1570 { 1442 {
1571 /* special titles for extra high resistance! */ 1443 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1444 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574 else if (skin->resist[atnr] > 50)
1575 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1445 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1576 else
1577 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1446 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1578 }
1579 } 1447 }
1580 1448
1581 strcpy (pl->contr->own_title, ""); 1449 strcpy (pl->contr->own_title, "");
1582} 1450}
1583 1451
1584/* 1452/*
1585 * This function is called when a dragon-player gains 1453 * This function is called when a dragon-player gains
1586 * an overall level. Here, the dragon might gain new abilities 1454 * an overall level. Here, the dragon might gain new abilities
1587 * or change the ability-focus. 1455 * or change the ability-focus.
1588 */ 1456 */
1589void 1457static void
1590dragon_level_gain (object *who) 1458dragon_level_gain (object *who)
1591{ 1459{
1592 object *abil = NULL; /* pointer to dragon ability force */ 1460 object *abil = NULL; /* pointer to dragon ability force */
1593 object *skin = NULL; /* pointer to dragon skin force */ 1461 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1462 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1463 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1464
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1465 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1466 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1467 if (tmp->type == FORCE)
1601 { 1468 if (tmp->arch->archname == shstr_dragon_ability_force)
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp; 1469 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1470 else if (tmp->arch->archname == shstr_dragon_skin_force)
1605 skin = tmp; 1471 skin = tmp;
1606 } 1472
1607 }
1608 /* if the force is missing -> bail out */ 1473 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1474 if (abil == NULL)
1610 return; 1475 return;
1611 1476
1612 /* The ability_force keeps track of maximum level ever achieved. 1477 /* The ability_force keeps track of maximum level ever achieved.
1653 object *skill_obj; 1518 object *skill_obj;
1654 1519
1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1520 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1656 if (!skill_obj) 1521 if (!skill_obj)
1657 { 1522 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1523 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1659 return NULL; 1524 return NULL;
1660 } 1525 }
1526
1661 /* clear the flag - exp goes into this bucket, but player 1527 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1528 * still doesn't know it.
1663 */ 1529 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1530 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1531 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1532 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1533 op->insert (skill_obj);
1668 if (op->contr) 1534
1669 { 1535 if (player *pl = op->contr)
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1536 pl->link_skills ();
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1537
1672 }
1673 return skill_obj; 1538 return skill_obj;
1674} 1539}
1675
1676 1540
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1541/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1542 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1543 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1544 * don't really gain levels
1683 */ 1547 */
1684void 1548void
1685player_lvl_adj (object *who, object *op) 1549player_lvl_adj (object *who, object *op)
1686{ 1550{
1687 char buf[MAX_BUF]; 1551 char buf[MAX_BUF];
1552 bool changed = false;
1688 1553
1689 if (!op) /* when rolling stats */ 1554 if (!op) /* when rolling stats */
1690 op = who; 1555 op = who;
1691 1556
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1557 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1558 {
1559 changed = true;
1560
1694 op->level++; 1561 op->level++;
1695 1562
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1563 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1697 dragon_level_gain (who); 1564 dragon_level_gain (who);
1698 1565
1699 /* Only roll these if it is the player (who) that gained the level */ 1566 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1567 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1568 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1569 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1570 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1571 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1572 }
1706 1573
1707 fix_player (who);
1708 if (op->level > 1) 1574 if (op->level > 1)
1709 { 1575 {
1710 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1577 {
1578 who->contr->play_sound (sound_find ("skill_up"));
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1579 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1580 }
1712 else 1581 else
1582 {
1583 who->contr->play_sound (sound_find ("level_up"));
1713 sprintf (buf, "You are now level %d.", op->level); 1584 sprintf (buf, "You are now level %d.", op->level);
1585 }
1586
1714 if (who) 1587 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1588 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1589 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1590 }
1591
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1592 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1593 {
1594 changed = true;
1595
1721 op->level--; 1596 op->level--;
1722 fix_player (who); 1597
1723 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1724 { 1599 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1600 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1601 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1602 }
1728 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1603 }
1730 /* check if the spell data has changed */ 1604
1731 esrv_update_spells (who->contr); 1605 if (changed)
1606 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1732} 1607}
1733 1608
1734/* 1609/*
1735 * Returns how much experience is needed for a player to become 1610 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level 1611 * the given level. level should really never exceed max_level
1739sint64 1614sint64
1740level_exp (int level, double expmul) 1615level_exp (int level, double expmul)
1741{ 1616{
1742 if (level > settings.max_level) 1617 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1618 return (sint64) (expmul * levels[settings.max_level]);
1619
1744 return (sint64) (expmul * levels[level]); 1620 return (sint64) (expmul * levels[level]);
1745} 1621}
1746 1622
1747/* 1623/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1624 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1645 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1646 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1647 op->perm_exp = MAX_EXPERIENCE;
1772} 1648}
1773 1649
1774
1775/* Add experience to a player - exp should only be positive. 1650/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1651 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1652 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1653 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1654 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1655 * flag is what to do if the player doesn't have the skill:
1781 */ 1656 */
1782
1783static void 1657static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1658add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1659{
1786 object *skill_obj = NULL; 1660 object *skill_obj;
1787 sint64 limit, exp_to_add; 1661 sint64 limit, exp_to_add;
1788 int i; 1662 int i;
1789 1663
1790 /* prevents some forms of abuse. */ 1664 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1665 if (op->contr->braced)
1792 exp = exp / 5; 1666 exp /= 5;
1793 1667
1794 /* Try to find the matching skill. 1668 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1669 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1670 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1671 * the players inventory.
1798 */ 1672 */
1673 skill_obj = 0;
1674
1799 if (skill_name) 1675 if (skill_name)
1800 { 1676 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1677 skill_obj = op->contr->find_skill (skill_name);
1802 skill_obj = op->chosen_skill;
1803 else
1804 {
1805 for (i = 0; i < NUM_SKILLS; i++)
1806 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1807 {
1808 skill_obj = op->contr->last_skill_ob[i];
1809 break;
1810 }
1811 1678
1812 /* Player doesn't have the skill. Check to see what to do, and give 1679 /* Player doesn't have the skill. Check to see what to do, and give
1813 * it to the player if necessary 1680 * it to the player if necessary
1814 */ 1681 */
1815 if (!skill_obj) 1682 if (!skill_obj)
1816 { 1683 {
1817 if (flag == SK_EXP_NONE) 1684 if (flag == SK_EXP_NONE)
1818 return; 1685 return;
1686
1819 else if (flag == SK_EXP_ADD_SKILL) 1687 if (flag == SK_EXP_ADD_SKILL)
1820 give_skill_by_name (op, skill_name); 1688 skill_obj = give_skill_by_name (op, skill_name);
1821 }
1822 } 1689 }
1823 } 1690 }
1824 1691
1825 if (flag != SK_EXP_SKILL_ONLY) 1692 if (flag != SK_EXP_SKILL_ONLY)
1826 { 1693 {
1859 player_lvl_adj (op, skill_obj); 1726 player_lvl_adj (op, skill_obj);
1860 } 1727 }
1861} 1728}
1862 1729
1863/* This function checks to make sure that object 'op' can 1730/* This function checks to make sure that object 'op' can
1864 * lost 'exp' experience. It returns the amount of exp 1731 * lose 'exp' experience. It returns the amount of exp
1865 * object 'op' can in fact lose - it basically makes 1732 * object 'op' can in fact lose - it basically makes
1866 * adjustments based on permanent exp and the like. 1733 * adjustments based on permanent exp and the like.
1867 * This function should always be used for losing experience - 1734 * This function should always be used for losing experience -
1868 * the 'exp' value passed should be positive - this is the 1735 * the 'exp' value passed should be positive - this is the
1869 * amount that should get subtract from the player. 1736 * amount that should get subtract from the player.
1870 */ 1737 */
1871sint64 1738static sint64
1872check_exp_loss (const object *op, sint64 exp) 1739check_exp_loss (const object *op, sint64 exp)
1873{ 1740{
1874 sint64 del_exp; 1741 sint64 del_exp;
1875 1742
1876 if (exp > op->stats.exp) 1743 if (exp > op->stats.exp)
1877 exp = op->stats.exp; 1744 exp = op->stats.exp;
1745
1878 if (settings.permanent_exp_ratio) 1746 if (settings.permanent_exp_ratio)
1879 { 1747 {
1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1748 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1749
1881 if (del_exp < 0) 1750 if (del_exp < 0)
1882 del_exp = 0; 1751 del_exp = 0;
1752
1883 if (exp > del_exp) 1753 if (exp > del_exp)
1884 exp = del_exp; 1754 exp = del_exp;
1885 } 1755 }
1756
1886 return exp; 1757 return exp;
1887} 1758}
1888 1759
1889sint64 1760sint64
1890check_exp_adjust (const object *op, sint64 exp) 1761check_exp_adjust (const object *op, sint64 exp)
1891{ 1762{
1892 if (exp < 0) 1763 if (exp < 0)
1893 return check_exp_loss (op, exp); 1764 return check_exp_loss (op, exp);
1894 else 1765 else
1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1766 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1896} 1767}
1897
1898 1768
1899/* Subtracts experience from player. 1769/* Subtracts experience from player.
1900 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1770 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1901 * only subtract from the matching skill. Otherwise, 1771 * only subtract from the matching skill. Otherwise,
1902 * this subtracts a portion from all 1772 * this subtracts a portion from all
1916 sint64 del_exp; 1786 sint64 del_exp;
1917 1787
1918 for (tmp = op->inv; tmp; tmp = tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->type == SKILL && tmp->stats.exp) 1789 if (tmp->type == SKILL && tmp->stats.exp)
1920 { 1790 {
1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1791 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1922 { 1792 {
1923 del_exp = check_exp_loss (tmp, exp); 1793 del_exp = check_exp_loss (tmp, exp);
1924 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1925 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1926 } 1796 }
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1802 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1803 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1804 player_lvl_adj (op, tmp);
1935 } 1805 }
1936 } 1806 }
1807
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1808 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1809 {
1939 del_exp = check_exp_loss (op, exp); 1810 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1811 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1812 player_lvl_adj (op, NULL);
1942 } 1813 }
1943} 1814}
1944
1945
1946 1815
1947/* change_exp() - changes experience to a player/monster. This 1816/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1817 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1818 *
1950 * The exp passed is typically not modified much by this function - 1819 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1820 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1821 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1822 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1823 * these last two values are only used for players.
1955 */ 1824 */
1956
1957void 1825void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1826change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1827{
1960
1961#ifdef EXP_DEBUG 1828#ifdef EXP_DEBUG
1962# ifndef WIN32
1963 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1964# else
1965 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1829 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966# endif
1967#endif 1830#endif
1968 1831
1969 /* safety */ 1832 /* safety */
1970 if (!op) 1833 if (!op)
1971 { 1834 {
1985 * worth. 1848 * worth.
1986 */ 1849 */
1987 if (op->type != PLAYER) 1850 if (op->type != PLAYER)
1988 { 1851 {
1989 /* Sanity check */ 1852 /* Sanity check */
1990 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1853 if (!op->flag [FLAG_ALIVE])
1991 return; 1854 return;
1992 1855
1993 /* reset exp to max allowed value. We subtract from 1856 /* reset exp to max allowed value. We subtract from
1994 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1857 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1995 * more than max exp, just return. 1858 * more than max exp, just return.
2010 else 1873 else
2011 /* note that when you lose exp, it doesn't go against 1874 /* note that when you lose exp, it doesn't go against
2012 * a particular skill, so we don't need to pass that 1875 * a particular skill, so we don't need to pass that
2013 * along. 1876 * along.
2014 */ 1877 */
2015 subtract_player_exp (op, FABS (exp), skill_name, flag); 1878 subtract_player_exp (op, abs (exp), skill_name, flag);
2016
2017 } 1879 }
2018} 1880}
2019 1881
2020/* Applies a death penalty experience, the size of this is defined by the 1882/* Applies a death penalty experience, the size of this is defined by the
2021 * settings death_penalty_percentage and death_penalty_levels, and by the 1883 * settings death_penalty_percentage and death_penalty_levels, and by the
2022 * amount of permenent experience, whichever gives the lowest loss. 1884 * amount of permenent experience, whichever gives the lowest loss.
2023 */ 1885 */
2024
2025void 1886void
2026apply_death_exp_penalty (object *op) 1887apply_death_exp_penalty (object *op)
2027{ 1888{
2028 object *tmp;
2029 sint64 loss; 1889 sint64 loss;
2030 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1890 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2031 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1891 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2032 1892
2033 for (tmp = op->inv; tmp; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2034 if (tmp->type == SKILL && tmp->stats.exp) 1894 if (tmp->type == SKILL && tmp->stats.exp)
2035 { 1895 {
2036
2037 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1896 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2038 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1897 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2039 1898
2040 /* With the revised exp system, you can get cases where 1899 /* With the revised exp system, you can get cases where
2041 * losing several levels would still require that you have more 1900 * losing several levels would still require that you have more
2042 * exp than you currently have - this is true if the levels 1901 * exp than you currently have - this is true if the levels
2043 * tables is a lot harder. 1902 * tables is a lot harder.
2044 */ 1903 */
2045 if (level_loss < 0) 1904 if (level_loss < 0)
2046 level_loss = 0; 1905 level_loss = 0;
2047 1906
2048 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1907 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2049 1908
2050 tmp->stats.exp -= loss; 1909 tmp->stats.exp -= loss;
2051 player_lvl_adj (op, tmp); 1910 player_lvl_adj (op, tmp);
2052 } 1911 }
2053 1912
2054 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1913 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2055 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1914 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1915
2056 if (level_loss < 0) 1916 if (level_loss < 0)
2057 level_loss = 0; 1917 level_loss = 0;
1918
2058 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1919 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2059 1920
2060 op->stats.exp -= loss; 1921 op->stats.exp -= loss;
2061 player_lvl_adj (op, NULL); 1922 player_lvl_adj (op, NULL);
2062} 1923}
2063 1924
2074 if (level > MAX_SAVE_LEVEL) 1935 if (level > MAX_SAVE_LEVEL)
2075 level = MAX_SAVE_LEVEL; 1936 level = MAX_SAVE_LEVEL;
2076 1937
2077 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1938 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2078 return 0; 1939 return 0;
1940
2079 return 1; 1941 return 1;
2080} 1942}

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