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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.111 by root, Sun Mar 28 16:18:39 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 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
349 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 265 */
351#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 268
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 270
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
376 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
377 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 296
380 if (op->type == PLAYER) 297 if (op->type == PLAYER)
381 { 298 {
382 if (tmp->type == POTION) 299 if (tmp->type == POTION)
383 { 300 {
384 potion_max = 1; 301 potion_max = 1;
302
385 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
386 { 304 {
387 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
388 306 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 316 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 318 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
405 }
406 if (nstat != ostat) 320 if (nstat != ostat)
407 { 321 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 323 potion_max = 0;
410 } 324 }
411 else if (i) 325 else if (i)
412 { 326 {
413 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 328 potion_max = 1;
415 } 329 }
416 } 330 }
331
417 /* 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
418 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 334 * recalculates this anyway.
420 */ 335 */
421 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
422 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
423 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 340 } /* end of potion handling code */
425 } 341 }
426 342
427 /* 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
428 * everything to set 344 * everything to set
429 */ 345 */
430 if (flag == -1) 346 if (flag == -1)
431 { 347 {
432 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 353 * and not the other move_ fields.
438 */ 354 */
439 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
440 } 356 }
441 357
442 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
443 * 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
444 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
445 */ 361 */
446 op->update_stats (); 362 op->update_stats ();
447 363
448 /* 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
449 * print out message if this is a bow. 365 * print out message if this is a bow.
450 */ 366 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 368 {
453 success = 1; 369 success = 1;
454 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.");
455 } 371 }
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
457 { 374 {
458 success = 1; 375 success = 1;
459 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.");
460 } 377 }
461 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])
462 { 380 {
463 success = 1; 381 success = 1;
464 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.");
465 } 383 }
466 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])
467 { 386 {
468 success = 1; 387 success = 1;
469 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.");
470 } 389 }
390
471 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
473 * 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
474 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 395 * from fly high)
476 */ 396 */
477 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
478 { 398 {
479 success = 1; 399 success = 1;
480 400
481 /* 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
482 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
483 */ 403 */
484 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))
485 { 405 {
486 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.");
487 } 407 }
488 408
489 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 410 {
491 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 412 * in that case, you don't actually land
493 */ 413 */
494 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
495 (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."));
496 } 416 }
417
497 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
498 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");
499
500 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op);
502 } 420 }
503 421
504 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
505 * originally undead may change their status 423 * originally undead may change their status
506 */ 424 */
507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
509 { 427 {
510 success = 1; 428 success = 1;
511 if (flag > 0) 429 if (flag > 0)
512 { 430 {
513 op->race = "undead"; 431 op->race = "undead";
514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 } 433 }
516 else 434 else
517 { 435 {
518 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
519 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520 } 438 }
521 } 439 }
522 440
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
524 { 442 {
525 success = 1; 443 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 445 }
528 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])
529 { 448 {
530 success = 1; 449 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 451 }
452
533 /* 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
534 * vision 454 * vision
535 */ 455 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
537 { 457 {
538 success = 1; 458 success = 1;
539 if (flag > 0) 459 if (flag > 0)
540 { 460 {
541 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
542 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.");
543 else 463 else
544 { 464 {
545 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
546 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
548 op->contr->do_los = 1; 468 op->contr->do_los = 1;
549 } 469 }
550 } 470 }
551 else 471 else
552 { 472 {
553 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
554 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.");
555 else 475 else
556 { 476 {
557 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
558 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
560 op->contr->do_los = 1; 480 op->contr->do_los = 1;
561 } 481 }
562 } 482 }
563 } 483 }
564 484
565 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])
566 { 486 {
567 success = 1; 487 success = 1;
568 if (op->type == PLAYER) 488 if (op->type == PLAYER)
569 op->contr->do_los = 1; 489 op->contr->do_los = 1;
570 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.");
571 } 491 }
572 492
573 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
574 { 494 {
575 success = 1; 495 success = 1;
576 if (flag > 0) 496 if (flag > 0)
577 { 497 {
578 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
579 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.");
580 else 500 else
581 { 501 {
582 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
583 if (op->type == PLAYER) 503 if (op->type == PLAYER)
584 op->contr->do_los = 1; 504 op->contr->do_los = 1;
585 } 505 }
586 } 506 }
587 else 507 else
588 { 508 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
590 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.");
591 else 511 else
592 { 512 {
593 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.");
594 if (op->type == PLAYER) 514 if (op->type == PLAYER)
627 success = 1; 547 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 } 549 }
630 550
631 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
633 { 553 {
634 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
636 556
637 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
638 { 558 {
639 success = 1; 559 success = 1;
560
640 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
641 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
642 else 563 else
643 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
644 565
645 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
646 } 567 }
647 } 568 }
648 569
649 if (!potion_max) 570 if (!potion_max)
650 {
651 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
652 { 572 if (int i = tmp->stats.stat (j))
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
654 { 573 {
655 success = 1; 574 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 576 }
658 } 577
659 }
660 return success; 578 return success;
661} 579}
662 580
663/* 581/*
664 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 584 */
667
668void 585void
669object::drain_stat () 586object::drain_stat ()
670{ 587{
671 drain_specific_stat (RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
672} 589}
673 590
674void 591void
675object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
676{ 593{
677 object *tmp; 594 object *tmp;
678 archetype *at; 595 archetype *at;
679 596
680 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
681 if (!at) 598 if (!at)
682 { 599 {
683 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
684 return; 601 return;
685 } 602 }
687 { 604 {
688 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
689 606
690 if (!tmp) 607 if (!tmp)
691 { 608 {
692 tmp = arch_to_object (at); 609 tmp = at->instance ();
693 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
694 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
695 } 612 }
696 } 613 }
697 614
705 * via an applied bad_luck object. 622 * via an applied bad_luck object.
706 */ 623 */
707void 624void
708object::change_luck (int value) 625object::change_luck (int value)
709{ 626{
710 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
711 if (!at) 628 if (!at)
712 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
713 else 630 else
714 { 631 {
715 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
717 if (!tmp) 634 if (!tmp)
718 { 635 {
719 if (!value) 636 if (!value)
720 return; 637 return;
721 638
722 tmp = arch_to_object (at); 639 tmp = at->instance ();
723 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
724 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
725 } 642 }
726 643
727 if (value) 644 if (value)
744 return; 661 return;
745 662
746 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
748 */ 665 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 667 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 669
753 stats.luck += diff; 670 stats.luck += diff;
754 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
761 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
762 */ 679 */
763void 680void
764object::remove_statbonus () 681object::remove_statbonus ()
765{ 682{
766 stats.Str -= arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
767 stats.Dex -= arch->clone.stats.Dex; 684 {
768 stats.Con -= arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
769 stats.Wis -= arch->clone.stats.Wis; 686 stats.stat (i) -= v;
770 stats.Pow -= arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
771 stats.Cha -= arch->clone.stats.Cha; 688 }
772 stats.Int -= arch->clone.stats.Int;
773
774 contr->orig_stats.Str -= arch->clone.stats.Str;
775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
776 contr->orig_stats.Con -= arch->clone.stats.Con;
777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
780 contr->orig_stats.Int -= arch->clone.stats.Int;
781} 689}
782 690
783/* 691/*
784 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
785 */ 693 */
786void 694void
787object::add_statbonus () 695object::add_statbonus ()
788{ 696{
789 stats.Str += arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
790 stats.Dex += arch->clone.stats.Dex; 698 {
791 stats.Con += arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
792 stats.Wis += arch->clone.stats.Wis; 700 stats.stat (i) += v;
793 stats.Pow += arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
794 stats.Cha += arch->clone.stats.Cha; 702 }
795 stats.Int += arch->clone.stats.Int;
796
797 contr->orig_stats.Str += arch->clone.stats.Str;
798 contr->orig_stats.Dex += arch->clone.stats.Dex;
799 contr->orig_stats.Con += arch->clone.stats.Con;
800 contr->orig_stats.Wis += arch->clone.stats.Wis;
801 contr->orig_stats.Pow += arch->clone.stats.Pow;
802 contr->orig_stats.Cha += arch->clone.stats.Cha;
803 contr->orig_stats.Int += arch->clone.stats.Int;
804} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
805 744
806/* 745/*
807 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
812 */ 751 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
816 */ 754 */
817
818void 755void
819object::update_stats () 756object::update_stats ()
820{ 757{
821 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
827 767
828 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 769 if (type == PLAYER)
830 { 770 {
771 contr->delayed_update = false;
772
831 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
833 775
834 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 777 contr->encumbrance = 0;
836 778
837 attacktype = 0; 779 attacktype = 0;
780
838 contr->digestion = 0; 781 contr->digestion = 0;
839 contr->gen_hp = 0; 782 contr->gen_hp = 0;
840 contr->gen_sp = 0; 783 contr->gen_sp = 0;
841 contr->gen_grace = 0; 784 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 786 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 787 }
854 788
855 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
856 791
857 slaying = 0; 792 slaying = 0;
858 793
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 795 {
864 799
865 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
866 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
867 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
868 803
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 808
874 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
875 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
876 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
877 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
878 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
879 chosen_skill = NULL; 814
815 object *chosen_skill = 0;
880 816
881 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
882 * archetype clone 818 * archetype clone
883 */ 819 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
885 821
886 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
887 { 823 {
888 if (resist[i] > 0) 824 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
890 else 826 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
892 potion_resist[i] = 0; 829 potion_resist[i] = 0;
893 } 830 }
894 831
895 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
896 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
897 834
898 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
899 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
900 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
901 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
902 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
903 * that their protection from physical goes down 840 * that their protection from physical goes down
904 */ 841 */
905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 { 843 {
907 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
909 } 846 }
910 else 847 else
911 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
912 849
913 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
914 speed = arch->clone.speed; 851 speed = arch->speed;
915 852
916 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
918 */ 855 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
921 { 857 {
922 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here.
924 */
925 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius;
927
928 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 860 * then calls this function.
931 */ 861 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 863 continue;
864
865 glow_radius += tmp->glow_radius;
934 866
935 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
936 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
937 { 869 {
938 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
951 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
952 grace_obj = tmp; 884 grace_obj = tmp;
953 } 885 }
954 } 886 }
955 887
956 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
957 * objects need to make adjustments. 889 * objects need to make adjustments.
958 * This block should handle all player specific changes 890 * This block should handle all player specific changes
959 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
960 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
963 * up, etc. 895 * up, etc.
964 */ 896 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
967 { 901 {
968 if (type == PLAYER) 902 if (type == PLAYER)
969 { 903 {
970 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
971 contr->ranges[range_bow] = tmp;
972 905
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
974 contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
975 912
976 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] += tmp->stats.stat (i);
978 915
979 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
980 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array.
982 */
983 if ((tmp->type == WEAPON) ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985 (tmp->type == SHIELD) || (tmp->type == RING) ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
990 (tmp->type == SKILL))
991 { 917 {
992 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
994 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power;
998 } 924 }
999 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1000 931
1001 /* Update slots used for items */ 932 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1005 936
1006 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1;
1011 }
1012 939
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 944 */
1018 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1019 { 946 {
1020 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1021 { 948 {
1022 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 951 */
1025 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1026 { 953 {
1027 if (potion_resist[i]) 954 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1029 else 956 else
1030 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1031 } 958 }
1032 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 963 }
1037 } 964 }
1038 965
1039 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1041 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 975 }
1048 976
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1056 978
1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1058 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1059 981
1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 { 983 {
1062 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1065 987
1066 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 989 {
1068 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1069 { 991 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 994 }
1073 else 995 else
1074 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1075 } 997 }
1076 998
1077 switch (tmp->type) 999 switch (tmp->type)
1078 { 1000 {
1079 /* skills modifying the character -b.t. */ 1001 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 1002 /* for all skills and skill granting objects */
1081 case SKILL: 1003 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1004 {
1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1083 break; 1006 break;
1084 1007
1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1088 if (chosen_skill) 1008 if (chosen_skill)
1009 {
1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1010 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1011 &name, &chosen_skill->name, &tmp->name);
1090 1012
1013 tmp->flag [FLAG_APPLIED] = false;
1014 update_stats ();
1015 return;
1016 }
1017 else
1091 chosen_skill = tmp; 1018 chosen_skill = tmp;
1092 1019
1093 if (tmp->stats.dam > 0) 1020 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1021 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1022 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1023 weapon_speed = WEAPON_SPEED (tmp);
1097 1024
1098 if (weapon_speed < 0) 1025 if (weapon_speed < 0)
1099 weapon_speed = 0; 1026 weapon_speed = 0;
1100 1027
1101 weapon_weight = tmp->weight; 1028 weapon_weight = tmp->weight;
1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1029 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1103 1030
1104 if (tmp->magic) 1031 if (tmp->magic)
1105 stats.dam += tmp->magic; 1032 stats.dam += tmp->magic;
1106 } 1033 }
1107 1034
1108 if (tmp->stats.wc) 1035 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1036 wc -= tmp->stats.wc + tmp->magic;
1110 1037
1111 if (tmp->slaying != NULL) 1038 if (tmp->slaying)
1112 slaying = tmp->slaying; 1039 slaying = tmp->slaying;
1113 1040
1114 if (tmp->stats.ac) 1041 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1042 ac -= tmp->stats.ac + tmp->magic;
1116 1043
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1045 contr->encumbrance += 3 * tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1123 break; 1046 }
1124 1047
1125 case SKILL_TOOL:
1126 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128
1129 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1048 break;
1134 1049
1135 case SHIELD: 1050 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1051 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1052 contr->encumbrance += tmp->weight / 2000;
1053 //FALLTHROUGH
1138 case RING: 1054 case RING:
1139 case AMULET: 1055 case AMULET:
1140 case GIRDLE: 1056 case GIRDLE:
1141 case HELMET: 1057 case HELMET:
1142 case BOOTS: 1058 case BOOTS:
1143 case GLOVES: 1059 case GLOVES:
1144 case CLOAK: 1060 case CLOAK:
1145 if (tmp->stats.wc) 1061 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1062 wc -= tmp->stats.wc + tmp->magic;
1147 1063
1148 if (tmp->stats.dam) 1064 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1065 stats.dam += tmp->stats.dam + tmp->magic;
1150 1066
1151 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1068 ac -= tmp->stats.ac + tmp->magic;
1153 1069
1154 break; 1070 break;
1155 1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1080 case BOW:
1156 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1157 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1158 1087
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1161 1090
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1091 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1092 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1094
1166 if (weapon_speed < 0) 1095 if (weapon_speed < 0)
1167 weapon_speed = 0; 1096 weapon_speed = 0;
1168 1097
1169 slaying = tmp->slaying; 1098 slaying = tmp->slaying;
1099
1170 /* If there is desire that two handed weapons should do 1100 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1101 * extra strength damage, this is where the code should
1172 * go. 1102 * go.
1173 */ 1103 */
1174 current_weapon = tmp; 1104
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1105 if (type == PLAYER)
1106 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1107 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1177 1109
1178 break; 1110 break;
1179 1111
1180 case ARMOUR: /* Only the best of these three are used: */ 1112 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1113 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1114 contr->encumbrance += tmp->weight / 1000;
1183 1115
1184 case BRACERS: 1116 case BRACERS:
1185 case FORCE: 1117 case FORCE:
1186 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1187 { 1119 {
1204 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1205 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1206 } 1138 }
1207 1139
1208 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1209 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= tmp->stats.wc + tmp->magic;
1210 1142
1211 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= tmp->stats.ac + tmp->magic;
1213 1145
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1146 if (ARMOUR_SPEED (tmp))
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1216 1148
1217 break; 1149 break;
1218 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1219 } /* item is equipped */ 1151 } /* item is equipped */
1220 } /* for loop of items */ 1152 } /* for loop of items */
1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1221 1158
1222 /* We've gone through all the objects the player has equipped. For many things, we 1159 /* We've gone through all the objects the player has equipped. For many things, we
1223 * have generated intermediate values which we now need to assign. 1160 * have generated intermediate values which we now need to assign.
1224 */ 1161 */
1225 1162
1227 * If there is an uncursed potion in effect, granting more protection 1164 * If there is an uncursed potion in effect, granting more protection
1228 * than that, we take: 'total resistance = resistance from potion'. 1165 * than that, we take: 'total resistance = resistance from potion'.
1229 * If there is a cursed (and no uncursed) potion in effect, we take 1166 * If there is a cursed (and no uncursed) potion in effect, we take
1230 * 'total resistance = vulnerability from cursed potion'. 1167 * 'total resistance = vulnerability from cursed potion'.
1231 */ 1168 */
1232 for (i = 0; i < NROFATTACKS; i++) 1169 for (int i = 0; i < NROFATTACKS; i++)
1233 { 1170 {
1234 resist[i] = prot[i] - vuln[i]; 1171 resist[i] = prot[i] - vuln[i];
1235 1172
1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1173 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1237 resist[i] = potion_resist[i]; 1174 resist[i] = potion_resist[i];
1238 } 1175 }
1239 1176
1240 /* Figure out the players sp/mana/hp totals. */
1241 if (type == PLAYER) 1177 if (type == PLAYER)
1242 { 1178 {
1179 // clamp various player stats
1180 for (int i = 0; i < NUM_STATS; ++i)
1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1243 int pl_level; 1188 int pl_level;
1244 1189
1245 check_stat_bounds (&(stats));
1246 pl_level = level;
1247
1248 if (pl_level < 1)
1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1250 1191
1251 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1252 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1253 */ 1194 */
1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1255 { 1197 {
1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257 1199
1258 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1261 j++; 1202 j++;
1262 else 1203 else
1263 j--; 1204 j--;
1264 }
1265 1205
1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1267 } 1207 }
1268 1208
1269 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1270 stats.maxhp += 2;
1271 1210
1272 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1273 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1274 1213
1275 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1288 1227
1289 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1229 stats.maxsp = 1;
1291 else 1230 else
1292 { 1231 {
1293 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1294 1233
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1235 {
1297 float stmp; 1236 float stmp;
1298 1237
1299 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1300 if (i < 2) 1239 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1241 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1243
1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1308 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1309 } 1245 }
1310 1246
1311 stats.maxsp = (int) sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1312
1313 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2;
1315 } 1248 }
1249
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1317 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1318 stats.sp = stats.maxsp * 2;
1319 1252
1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1321 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this; 1255 grace_obj = this;
1323 1256
1328 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1265 */
1333 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1335 { 1269 {
1336 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1337 1271
1338 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1339 if (i < 2) 1273 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1275 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1277
1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1349 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1350 } 1279 }
1351 1280
1352 stats.maxgrace = (int) sp_tmp;
1353
1354 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1355 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1356 stats.maxgrace += 2;
1357 } 1283 }
1284
1358 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1359 1286
1360 if (contr->braced) 1287 if (contr->braced)
1361 { 1288 {
1362 ac += 2; 1289 ac += 2;
1374 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1375 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1376 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1377 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1378 */ 1305 */
1306 object *wc_obj = chosen_skill;
1379 1307
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1381 { 1309 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1383 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1384 { 1313 {
1385 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1386 if (!(i % 6)) 1315 if (!(i % 6))
1387 wc--; 1316 wc--;
1317
1388 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1321 }
1392 } 1322 }
1393 else 1323 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1395 1325
1396 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1397 1327
1398 if (stats.dam < 1) 1328 if (stats.dam < 1)
1399 stats.dam = 1; 1329 stats.dam = 1;
1400 1330
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1402 1332
1403 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1334 speed -= 1;
1405
1406 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype;
1408
1409 } /* End if player */ 1335 } /* End if player */
1410 1336
1411 if (added_speed >= 0) 1337 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1415 1341
1416 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1417 if (speed > max) 1343 speed = min (speed, max_speed);
1418 speed = max;
1419 1344
1420 if (type == PLAYER) 1345 if (type == PLAYER)
1421 { 1346 {
1422 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1426 */ 1351 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1353 if (f > 0.f)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1355 }
1431 1356
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1433 1359
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1362 */
1437 speed = speed * speed_reduce_from_disease; 1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1438 1364
1439 if (speed < 0.01 && type == PLAYER) 1365 if (speed != old_speed)
1440 speed = 0.01; 1366 set_speed (speed);
1441 1367
1442 if (type == PLAYER) 1368 if (type == PLAYER)
1443 { 1369 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1370 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1371 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1372 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1373 * that would just be a real pain to read.
1450 */ 1374 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1375 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1376 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1377 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1378 float s = (20 - weapon_speed) / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1379 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1380 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1381
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1382 K *= (4 + level) * 1.2f / (6 + level);
1383
1458 if (K <= 0) 1384 if (K <= 0.01f)
1459 K = 0.01; 1385 K = 0.01f;
1460 S = speed / (K * s); 1386
1461 contr->weapon_sp = S; 1387 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1388 }
1463 1389
1464 /* I want to limit the power of small monsters with big weapons: */ 1390 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1391 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1392 stats.dam = arch->stats.dam * 3;
1467 1393
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1394 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1469 * should be more than enough - remember, AC is also in 8 bits, 1395 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1470 * so its value is the same.
1471 */
1472 if (wc > 120)
1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1477 stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1484 stats.ac = ac;
1485 1396
1486 /* if for some reason the creature doesn't have any move type, 1397 /* if for some reason the creature doesn't have any move type,
1487 * give them walking as a default. 1398 * give them walking as a default.
1488 * The second case is a special case - to more closely mimic the 1399 * The second case is a special case - to more closely mimic the
1489 * old behaviour - if your flying, your not walking - just 1400 * old behaviour - if your flying, your not walking - just
1492 if (move_type == 0) 1403 if (move_type == 0)
1493 move_type = MOVE_WALK; 1404 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1406 move_type &= ~MOVE_WALK;
1496 1407
1497 update_ob_speed (this); 1408 // now apply the new move_type
1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1498 1411
1499 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1413 * so we will check that now.
1501 */ 1414 */
1502 if (type == PLAYER) 1415 if (is_player ())
1416 contr->update_spells ();
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1503 { 1431 {
1504 esrv_update_stats (contr); 1432 env->update_stats ();
1505 esrv_update_spells (contr); 1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1506 } 1436 }
1507} 1437}
1508 1438
1509/* 1439/*
1510 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1514 * false otherwise. 1444 * false otherwise.
1515 */ 1445 */
1516int 1446int
1517allowed_class (const object *op) 1447allowed_class (const object *op)
1518{ 1448{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1449 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1450 && op->stats.Str > 0
1451 && op->stats.Con > 0
1452 && op->stats.Int > 0
1453 && op->stats.Wis > 0
1454 && op->stats.Pow > 0
1455 && op->stats.Cha > 0;
1521} 1456}
1522 1457
1523/* 1458/*
1524 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1526 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1527 *
1528 * Note that the title is written to 'own_title' in the
1529 * player struct. This should be changed to 'ext_title'
1530 * as soon as clients support this!
1531 * Please, anyone, write support for 'ext_title'.
1532 */ 1462 */
1533void 1463void
1534set_dragon_name (object *pl, const object *abil, const object *skin) 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1535{ 1465{
1536 int atnr = -1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1554 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1555 or else at random */ 1485 or else at random */
1556 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1557 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1558 1488
1559 level = (int) (level / 5.);
1560
1561 /* now set the new title */ 1489 /* now set the new title */
1562 if (pl->contr != NULL)
1563 {
1564 if (level == 0)
1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1566 else if (level == 1)
1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1568 else if (level == 2)
1569 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1570 else if (level == 3)
1571 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1572 else 1494 else
1573 { 1495 {
1574 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1575 if (skin->resist[atnr] > 80)
1576 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1577 else if (skin->resist[atnr] > 50)
1578 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1579 else
1580 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1581 }
1582 } 1500 }
1583 1501
1584 strcpy (pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1585} 1503}
1586 1504
1587/* 1505/*
1588 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1589 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1590 * or change the ability-focus. 1508 * or change the ability-focus.
1591 */ 1509 */
1592void 1510static void
1593dragon_level_gain (object *who) 1511dragon_level_gain (object *who)
1594{ 1512{
1595 object *abil = NULL; /* pointer to dragon ability force */ 1513 object *abil = NULL; /* pointer to dragon ability force */
1596 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1517
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1520 if (tmp->type == FORCE)
1604 { 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1606 abil = tmp; 1522 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1608 skin = tmp; 1524 skin = tmp;
1609 } 1525
1610 }
1611 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1527 if (abil == NULL)
1613 return; 1528 return;
1614 1529
1615 /* The ability_force keeps track of maximum level ever achieved. 1530 /* The ability_force keeps track of maximum level ever achieved.
1656 object *skill_obj; 1571 object *skill_obj;
1657 1572
1658 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1659 if (!skill_obj) 1574 if (!skill_obj)
1660 { 1575 {
1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1662 return NULL; 1577 return NULL;
1663 } 1578 }
1579
1664 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1665 * still doesn't know it. 1581 * still doesn't know it.
1666 */ 1582 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1585 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1586 op->insert (skill_obj);
1671 if (op->contr) 1587
1672 { 1588 if (player *pl = op->contr)
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1589 pl->link_skills ();
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1590
1675 }
1676 return skill_obj; 1591 return skill_obj;
1677} 1592}
1678
1679 1593
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1681 * whether the player gets more hp, sp and new levels. 1595 * whether the player gets more hp, sp and new levels.
1682 * Note this this function should only be called for players. Monstes 1596 * Note this this function should only be called for players. Monstes
1683 * don't really gain levels 1597 * don't really gain levels
1686 */ 1600 */
1687void 1601void
1688player_lvl_adj (object *who, object *op) 1602player_lvl_adj (object *who, object *op)
1689{ 1603{
1690 char buf[MAX_BUF]; 1604 char buf[MAX_BUF];
1605 bool changed = false;
1691 1606
1692 if (!op) /* when rolling stats */ 1607 if (!op) /* when rolling stats */
1693 op = who; 1608 op = who;
1694 1609
1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1610 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 { 1611 {
1612 changed = true;
1613
1697 op->level++; 1614 op->level++;
1698 1615
1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1700 dragon_level_gain (who); 1617 dragon_level_gain (who);
1701 1618
1702 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1703 if (op == who && (who->level < 11) && who->type == PLAYER) 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 { 1621 {
1705 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1622 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1706 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1623 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1707 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1624 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 } 1625 }
1709 1626
1710 who->update_stats ();
1711 if (op->level > 1) 1627 if (op->level > 1)
1712 { 1628 {
1713 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1630 {
1631 who->contr->play_sound (sound_find ("skill_up"));
1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633 }
1715 else 1634 else
1635 {
1636 who->contr->play_sound (sound_find ("level_up"));
1716 sprintf (buf, "You are now level %d.", op->level); 1637 sprintf (buf, "You are now level %d.", op->level);
1638 }
1639
1717 if (who) 1640 if (who)
1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 } 1642 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 } 1643 }
1644
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1645 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 { 1646 {
1647 changed = true;
1648
1724 op->level--; 1649 op->level--;
1725 who->update_stats (); 1650
1726 if (op->type != PLAYER) 1651 if (op->type != PLAYER)
1727 { 1652 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1653 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 } 1655 }
1731 player_lvl_adj (who, op); /* To decrease more levels */
1732 } 1656 }
1733 1657
1734 /* check if the spell data has changed */ 1658 if (changed)
1735 esrv_update_stats (who->contr); 1659 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1736 esrv_update_spells (who->contr);
1737} 1660}
1738 1661
1739/* 1662/*
1740 * Returns how much experience is needed for a player to become 1663 * Returns how much experience is needed for a player to become
1741 * the given level. level should really never exceed max_level 1664 * the given level. level should really never exceed max_level
1744sint64 1667sint64
1745level_exp (int level, double expmul) 1668level_exp (int level, double expmul)
1746{ 1669{
1747 if (level > settings.max_level) 1670 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1671 return (sint64) (expmul * levels[settings.max_level]);
1672
1749 return (sint64) (expmul * levels[level]); 1673 return (sint64) (expmul * levels[level]);
1750} 1674}
1751 1675
1752/* 1676/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1677 * Ensure that the permanent experience requirements in an exp object are met.
1784 * flag is what to do if the player doesn't have the skill: 1708 * flag is what to do if the player doesn't have the skill:
1785 */ 1709 */
1786static void 1710static void
1787add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1711add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1788{ 1712{
1789 object *skill_obj = NULL; 1713 object *skill_obj;
1790 sint64 limit, exp_to_add; 1714 sint64 limit, exp_to_add;
1791 int i; 1715 int i;
1792 1716
1793 /* prevents some forms of abuse. */ 1717 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1718 if (op->contr->braced)
1795 exp = exp / 5; 1719 exp /= 5;
1796 1720
1797 /* Try to find the matching skill. 1721 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1722 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1723 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1724 * the players inventory.
1801 */ 1725 */
1726 skill_obj = 0;
1727
1802 if (skill_name) 1728 if (skill_name)
1803 { 1729 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1730 skill_obj = op->contr->find_skill (skill_name);
1805 skill_obj = op->chosen_skill;
1806 else
1807 {
1808 for (i = 0; i < NUM_SKILLS; i++)
1809 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1810 {
1811 skill_obj = op->contr->last_skill_ob[i];
1812 break;
1813 }
1814 1731
1815 /* Player doesn't have the skill. Check to see what to do, and give 1732 /* Player doesn't have the skill. Check to see what to do, and give
1816 * it to the player if necessary 1733 * it to the player if necessary
1817 */ 1734 */
1818 if (!skill_obj) 1735 if (!skill_obj)
1819 { 1736 {
1820 if (flag == SK_EXP_NONE) 1737 if (flag == SK_EXP_NONE)
1821 return; 1738 return;
1739
1822 else if (flag == SK_EXP_ADD_SKILL) 1740 if (flag == SK_EXP_ADD_SKILL)
1823 give_skill_by_name (op, skill_name); 1741 skill_obj = give_skill_by_name (op, skill_name);
1824 }
1825 } 1742 }
1826 } 1743 }
1827 1744
1828 if (flag != SK_EXP_SKILL_ONLY) 1745 if (flag != SK_EXP_SKILL_ONLY)
1829 { 1746 {
1862 player_lvl_adj (op, skill_obj); 1779 player_lvl_adj (op, skill_obj);
1863 } 1780 }
1864} 1781}
1865 1782
1866/* This function checks to make sure that object 'op' can 1783/* This function checks to make sure that object 'op' can
1867 * lost 'exp' experience. It returns the amount of exp 1784 * lose 'exp' experience. It returns the amount of exp
1868 * object 'op' can in fact lose - it basically makes 1785 * object 'op' can in fact lose - it basically makes
1869 * adjustments based on permanent exp and the like. 1786 * adjustments based on permanent exp and the like.
1870 * This function should always be used for losing experience - 1787 * This function should always be used for losing experience -
1871 * the 'exp' value passed should be positive - this is the 1788 * the 'exp' value passed should be positive - this is the
1872 * amount that should get subtract from the player. 1789 * amount that should get subtract from the player.
1873 */ 1790 */
1874sint64 1791static sint64
1875check_exp_loss (const object *op, sint64 exp) 1792check_exp_loss (const object *op, sint64 exp)
1876{ 1793{
1877 sint64 del_exp; 1794 sint64 del_exp;
1878 1795
1879 if (exp > op->stats.exp) 1796 if (exp > op->stats.exp)
1880 exp = op->stats.exp; 1797 exp = op->stats.exp;
1798
1881 if (settings.permanent_exp_ratio) 1799 if (settings.permanent_exp_ratio)
1882 { 1800 {
1883 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1802
1884 if (del_exp < 0) 1803 if (del_exp < 0)
1885 del_exp = 0; 1804 del_exp = 0;
1805
1886 if (exp > del_exp) 1806 if (exp > del_exp)
1887 exp = del_exp; 1807 exp = del_exp;
1888 } 1808 }
1809
1889 return exp; 1810 return exp;
1890} 1811}
1891 1812
1892sint64 1813sint64
1893check_exp_adjust (const object *op, sint64 exp) 1814check_exp_adjust (const object *op, sint64 exp)
1894{ 1815{
1895 if (exp < 0) 1816 if (exp < 0)
1896 return check_exp_loss (op, exp); 1817 return check_exp_loss (op, exp);
1897 else 1818 else
1898 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1819 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1899} 1820}
1900
1901 1821
1902/* Subtracts experience from player. 1822/* Subtracts experience from player.
1903 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1904 * only subtract from the matching skill. Otherwise, 1824 * only subtract from the matching skill. Otherwise,
1905 * this subtracts a portion from all 1825 * this subtracts a portion from all
1919 sint64 del_exp; 1839 sint64 del_exp;
1920 1840
1921 for (tmp = op->inv; tmp; tmp = tmp->below) 1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1922 if (tmp->type == SKILL && tmp->stats.exp) 1842 if (tmp->type == SKILL && tmp->stats.exp)
1923 { 1843 {
1924 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1925 { 1845 {
1926 del_exp = check_exp_loss (tmp, exp); 1846 del_exp = check_exp_loss (tmp, exp);
1927 tmp->stats.exp -= del_exp; 1847 tmp->stats.exp -= del_exp;
1928 player_lvl_adj (op, tmp); 1848 player_lvl_adj (op, tmp);
1929 } 1849 }
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1855 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1856 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1857 player_lvl_adj (op, tmp);
1938 } 1858 }
1939 } 1859 }
1860
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1861 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1862 {
1942 del_exp = check_exp_loss (op, exp); 1863 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1864 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1865 player_lvl_adj (op, NULL);
1945 } 1866 }
1946} 1867}
1947
1948
1949 1868
1950/* change_exp() - changes experience to a player/monster. This 1869/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1870 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1871 *
1953 * The exp passed is typically not modified much by this function - 1872 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1873 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1874 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1875 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1876 * these last two values are only used for players.
1958 */ 1877 */
1959
1960void 1878void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1879change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1880{
1963
1964#ifdef EXP_DEBUG 1881#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1882 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1883#endif
1967 1884
1968 /* safety */ 1885 /* safety */
2009 else 1926 else
2010 /* note that when you lose exp, it doesn't go against 1927 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1928 * a particular skill, so we don't need to pass that
2012 * along. 1929 * along.
2013 */ 1930 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1931 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1932 }
2017} 1933}
2018 1934
2019/* Applies a death penalty experience, the size of this is defined by the 1935/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 1936 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1938 */
2023
2024void 1939void
2025apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
2026{ 1941{
2027 object *tmp;
2028 sint64 loss; 1942 sint64 loss;
2029 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1943 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2030 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1944 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2031 1945
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == SKILL && tmp->stats.exp) 1947 if (tmp->type == SKILL && tmp->stats.exp)
2034 { 1948 {
2035
2036 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2037 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2038 1951
2039 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
2040 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
2041 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
2042 * tables is a lot harder. 1955 * tables is a lot harder.
2043 */ 1956 */
2044 if (level_loss < 0) 1957 if (level_loss < 0)
2045 level_loss = 0; 1958 level_loss = 0;
2046 1959
2047 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2048 1961
2049 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
2050 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2051 } 1964 }
2052 1965
2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968
2055 if (level_loss < 0) 1969 if (level_loss < 0)
2056 level_loss = 0; 1970 level_loss = 0;
1971
2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1972 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2058 1973
2059 op->stats.exp -= loss; 1974 op->stats.exp -= loss;
2060 player_lvl_adj (op, NULL); 1975 player_lvl_adj (op, NULL);
2061} 1976}
2062 1977

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