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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 1.82 by root, Mon Apr 21 23:35:24 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 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
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* 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 27 * 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 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
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}
268 234
269/* 235/*
270 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 237 * is added to the specified stat.
272 */ 238 */
273void 239void
274change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
275{ 241{
276 if (value == 0) 242 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} 243}
327 244
328/* 245/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 247 * 1-30 stat limit.
331 */ 248 */
332
333void 249void
334check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
335{ 251{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
340 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 256 }
343} 257}
344 258
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 260
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 271 * the object.
358 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 273 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 279 * that gives them that ability.
366 */ 280 */
367int 281int
368change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
369{ 283{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 285 char message[MAX_BUF];
372 int potion_max = 0; 286 int potion_max = 0;
373 287
374 /* remember what object was like before it was changed. note that 288 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 289 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 290 * found by update_stats. refop is not a real object
377 */ 291 */
378 object_pod refop = *op; 292 object_copy refop = *op;
379 293
380 if (op->type == PLAYER) 294 if (op->type == PLAYER)
381 { 295 {
382 if (tmp->type == POTION) 296 if (tmp->type == POTION)
383 { 297 {
384 potion_max = 1; 298 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 299 for (int j = 0; j < NUM_STATS; j++)
386 { 300 {
387 int nstat, ostat; 301 int ostat = op->contr->orig_stats.stat (j);
388 302 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 303
392 /* nstat is what the stat will be after use of the potion */ 304 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 305 int nstat = flag * i + ostat;
394 306
395 /* Do some bounds checking. While I don't think any 307 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 308 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 309 * that adjust that stat by more than one point, so we need
398 * to allow for that. 310 * to allow for that.
399 */ 311 */
400 if (nstat < 1 && i * flag < 0) 312 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 313 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 314 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 315 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 316
405 }
406 if (nstat != ostat) 317 if (nstat != ostat)
407 { 318 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 319 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 320 potion_max = 0;
410 } 321 }
411 else if (i) 322 else if (i)
412 { 323 {
413 /* potion is useless - player has already hit the natural maximum */ 324 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 325 potion_max = 1;
415 } 326 }
416 } 327 }
328
417 /* This section of code ups the characters normal stats also. I am not 329 /* 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 330 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 331 * recalculates this anyway.
420 */ 332 */
421 for (j = 0; j < NUM_STATS; j++) 333 for (int j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 334 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
335
423 check_stat_bounds (&(op->stats)); 336 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 337 } /* end of potion handling code */
425 } 338 }
426 339
427 /* reset attributes that fix_player doesn't reset since it doesn't search 340 /* reset attributes that update_stats doesn't reset since it doesn't search
428 * everything to set 341 * everything to set
429 */ 342 */
430 if (flag == -1) 343 if (flag == -1)
431 { 344 {
432 op->attacktype &= ~tmp->attacktype; 345 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 346 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 347 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 348 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 349 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 350 * and not the other move_ fields.
438 */ 351 */
439 op->move_type &= ~tmp->move_type; 352 op->move_type &= ~tmp->move_type;
440 } 353 }
441 354
442 /* call fix_player since op object could have whatever attribute due 355 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 356 * to multiple items. if update_stats always has to be called after
444 * change_ability then might as well call it from here 357 * change_ability then might as well call it from here
445 */ 358 */
446 op->update_stats (); 359 op->update_stats ();
447 360
448 /* Fix player won't add the bows ability to the player, so don't 361 /* update_stats won't add the bows ability to the player, so don't
449 * print out message if this is a bow. 362 * print out message if this is a bow.
450 */ 363 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 364 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 365 {
453 success = 1; 366 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 367 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 368 }
369
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 371 {
458 success = 1; 372 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 373 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 374 }
375
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 377 {
463 success = 1; 378 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 379 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 380 }
381
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 383 {
468 success = 1; 384 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 385 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 386 }
387
471 /* movement type has changed. We don't care about cases where 388 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 389 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 390 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 391 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 392 * from fly high)
489 if (tmp->move_type & MOVE_FLY_HIGH) 406 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 407 {
491 /* double conditional - second case covers if you have move_fly_low - 408 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 409 * in that case, you don't actually land
493 */ 410 */
494 DIFF_MSG (flag, "You soar into the air air!.", 411 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.")); 412 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 413 }
414
497 if (tmp->move_type & MOVE_SWIM) 415 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 416 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 417
500 /* Changing move status may mean you are affected by things you weren't before */ 418 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op); 419 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 (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, 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 (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, 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 }
446
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, 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 (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 457 {
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] != refop.resist[i])
646 } 566 }
647 } 567 }
648 568
649 if (!potion_max) 569 if (!potion_max)
650 { 570 {
651 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
652 { 572 {
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 573 if (int i = tmp->stats.stat (j))
654 { 574 {
655 success = 1; 575 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 576 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 577 }
658 } 578 }
659 } 579 }
580
660 return success; 581 return success;
661} 582}
662 583
663/* 584/*
664 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 587 */
667
668void 588void
669object::drain_stat () 589object::drain_stat ()
670{ 590{
671 drain_specific_stat (RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
672} 592}
673 593
674void 594void
675object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
676{ 596{
744 return; 664 return;
745 665
746 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
748 */ 668 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 670 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 672
753 stats.luck += diff; 673 stats.luck += diff;
754 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
761 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
762 */ 682 */
763void 683void
764object::remove_statbonus () 684object::remove_statbonus ()
765{ 685{
766 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
767 stats.Dex -= arch->clone.stats.Dex; 687 {
768 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
769 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
770 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
771 stats.Cha -= arch->clone.stats.Cha; 691 }
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} 692}
782 693
783/* 694/*
784 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
785 */ 696 */
786void 697void
787object::add_statbonus () 698object::add_statbonus ()
788{ 699{
789 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
790 stats.Dex += arch->clone.stats.Dex; 701 {
791 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
792 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
793 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
794 stats.Cha += arch->clone.stats.Cha; 705 }
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} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
805 747
806/* 748/*
807 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
812 */ 754 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
816 */ 757 */
817
818void 758void
819object::update_stats () 759object::update_stats ()
820{ 760{
821 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
827 768
828 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 770 if (type == PLAYER)
830 { 771 {
831 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 773 stat_sum [i] = contr->orig_stats.stat (i);
833 774
834 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 776 contr->encumbrance = 0;
836 777
837 attacktype = 0; 778 attacktype = 0;
779
838 contr->digestion = 0; 780 contr->digestion = 0;
839 contr->gen_hp = 0; 781 contr->gen_hp = 0;
840 contr->gen_sp = 0; 782 contr->gen_sp = 0;
841 contr->gen_grace = 0; 783 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 785 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 } 786 }
854 787
855 memcpy (body_used, body_info, sizeof (body_info)); 788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
856 790
857 slaying = 0; 791 slaying = 0;
858 792
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 794 {
864 798
865 CLEAR_FLAG (this, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
866 CLEAR_FLAG (this, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
867 CLEAR_FLAG (this, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
868 802
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 803 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); 804 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); 805 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); 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 807
874 path_attuned = arch->clone.path_attuned; 808 path_attuned = arch->path_attuned;
875 path_repelled = arch->clone.path_repelled; 809 path_repelled = arch->path_repelled;
876 path_denied = arch->clone.path_denied; 810 path_denied = arch->path_denied;
877 glow_radius = arch->clone.glow_radius; 811 glow_radius = arch->glow_radius;
878 move_type = arch->clone.move_type; 812 move_type = arch->move_type;
813
879 chosen_skill = NULL; 814 chosen_skill = 0;
880 815
881 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
882 * archetype clone 817 * archetype clone
883 */ 818 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
885 820
886 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
887 { 822 {
888 if (resist[i] > 0) 823 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
890 else 825 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
892 potion_resist[i] = 0; 828 potion_resist[i] = 0;
893 } 829 }
894 830
895 wc = arch->clone.stats.wc; 831 wc = arch->stats.wc;
896 stats.dam = arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
897 833
898 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
899 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
900 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * 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, 837 * 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 838 * basically, if a server updates its max level, these playes may find
903 * that their protection from physical goes down 839 * that their protection from physical goes down
904 */ 840 */
905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 { 842 {
907 ac = MAX (-10, arch->clone.stats.ac - level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
909 } 845 }
910 else 846 else
911 ac = arch->clone.stats.ac; 847 ac = arch->stats.ac;
912 848
913 stats.luck = arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
914 speed = arch->clone.speed; 850 speed = arch->speed;
915 851
916 /* OK - we've reset most all the objects attributes to sane values. 852 /* 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. 853 * now go through and make adjustments for what the player has equipped.
918 */ 854 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
921 { 856 {
857 /* This happens because apply_potion calls change_abil with the potion
858 * applied so we can tell the player what changed. But change_abil
859 * then calls this function.
860 */
861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
862 continue;
863
922 /* See note in map.c:update_position about making this additive 864 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 865 * since light sources are never applied, need to put check here.
924 */ 866 */
925 if (tmp->glow_radius > glow_radius) 867 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 868 glow_radius = tmp->glow_radius;
927
928 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil
930 * then calls this function.
931 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue;
934 869
935 /* For some things, we don't care what is equipped */ 870 /* For some things, we don't care what is equipped */
936 if (tmp->type == SKILL) 871 if (tmp->type == SKILL)
937 { 872 {
938 /* Want to take the highest skill here. */ 873 /* Want to take the highest skill here. */
960 * in the praying skill, and the player should always get those. 895 * 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, 896 * 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 897 * because the skill shouldn't count against body positions being used
963 * up, etc. 898 * up, etc.
964 */ 899 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 900 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON)
903 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 904 && tmp->subtype == SK_PRAYING))
967 { 905 {
968 if (type == PLAYER) 906 if (type == PLAYER)
969 { 907 {
970 if (tmp->type == BOW) 908 contr->item_power += tmp->item_power;
971 contr->ranges[range_bow] = tmp;
972 909
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 910 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
974 contr->ranges[range_misc] = tmp; 911 if (tmp != current_weapon
912 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
913 && !tmp->flag [FLAG_CURSED]
914 && !tmp->flag [FLAG_DAMNED])
915 continue;
975 916
976 for (i = 0; i < NUM_STATS; i++) 917 for (int i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 918 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
978 919
979 /* these are the items that currently can change digestion, regeneration, 920 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 { 921 {
992 contr->digestion += tmp->stats.food; 922 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 923 contr->gen_hp += tmp->stats.hp;
994 contr->gen_sp += tmp->stats.sp; 924 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 925 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 926 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power;
998 } 927 }
999 } /* if this is a player */ 928 } /* if this is a player */
929 else
930 {
931 if (tmp->type == WEAPON)
932 current_weapon = tmp;
933 }
1000 934
1001 /* Update slots used for items */ 935 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 936 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 937 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 938 slot[i].used += tmp->slot[i].info;
1005 939
1006 if (tmp->type == SYMPTOM) 940 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0;
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 941 speed_reduce_from_disease =
1011 } 942 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1012 943
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 944 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 945 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 946 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 947 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 948 */
1018 if (tmp->type != POTION) 949 if (tmp->type != POTION)
1019 { 950 {
1020 for (i = 0; i < NROFATTACKS; i++) 951 for (int i = 0; i < NROFATTACKS; i++)
1021 { 952 {
1022 /* Potential for cursed potions, in which case we just can use 953 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 954 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 955 */
1025 if (tmp->type == POTION_EFFECT) 956 if (tmp->type == POTION_EFFECT)
1026 { 957 {
1027 if (potion_resist[i]) 958 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 959 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1029 else 960 else
1030 potion_resist[i] = tmp->resist[i]; 961 potion_resist[i] = tmp->resist[i];
1031 } 962 }
1032 else if (tmp->resist[i] > 0) 963 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 964 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 965 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 966 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 967 }
1037 } 968 }
1038 969
1039 /* There may be other things that should not adjust the attacktype */ 970 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 971 if (tmp->type != SYMPTOM)
972 {
1041 attacktype |= tmp->attacktype; 973 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 974 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 975 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 976 path_denied |= tmp->path_denied;
977 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 978 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 979 }
1048 980
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 981 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 982
1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 983 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1058 SET_FLAG (this, FLAG_UNDEAD); 984 SET_FLAG (this, FLAG_UNDEAD);
1059 985
1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 986 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 { 987 {
1062 SET_FLAG (this, FLAG_MAKE_INVIS); 988 SET_FLAG (this, FLAG_MAKE_INVIS);
1065 991
1066 if (tmp->stats.exp && tmp->type != SKILL) 992 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 993 {
1068 if (tmp->stats.exp > 0) 994 if (tmp->stats.exp > 0)
1069 { 995 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 996 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 997 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 998 }
1073 else 999 else
1074 added_speed += (float) tmp->stats.exp; 1000 added_speed += tmp->stats.exp;
1075 } 1001 }
1076 1002
1077 switch (tmp->type) 1003 switch (tmp->type)
1078 { 1004 {
1005#if 0
1006 case WAND:
1007 case ROD:
1008 case HORN:
1009 if (type != PLAYER || current_weapon == tmp)
1010 chosen_skill = tmp;
1011 break;
1012#endif
1013
1079 /* skills modifying the character -b.t. */ 1014 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 1015 /* for all skills and skill granting objects */
1081 case SKILL: 1016 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1017 {
1018 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1083 break; 1019 break;
1084 1020
1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1088 if (chosen_skill) 1021 if (chosen_skill)
1022 {
1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1023 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1024 &name, &chosen_skill->name, &tmp->name);
1090 1025
1026 tmp->flag [FLAG_APPLIED] = false;
1027 update_stats ();
1028 return;
1029 }
1030 else
1091 chosen_skill = tmp; 1031 chosen_skill = tmp;
1092 1032
1093 if (tmp->stats.dam > 0) 1033 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1034 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1035 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1036 weapon_speed = WEAPON_SPEED (tmp);
1097 1037
1098 if (weapon_speed < 0) 1038 if (weapon_speed < 0)
1099 weapon_speed = 0; 1039 weapon_speed = 0;
1100 1040
1101 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1042 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1103 1043
1104 if (tmp->magic) 1044 if (tmp->magic)
1105 stats.dam += tmp->magic; 1045 stats.dam += tmp->magic;
1106 } 1046 }
1107 1047
1108 if (tmp->stats.wc) 1048 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1049 wc -= tmp->stats.wc + tmp->magic;
1110 1050
1111 if (tmp->slaying != NULL) 1051 if (tmp->slaying)
1112 slaying = tmp->slaying; 1052 slaying = tmp->slaying;
1113 1053
1114 if (tmp->stats.ac) 1054 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1055 ac -= tmp->stats.ac + tmp->magic;
1116 1056
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1058 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1123 break; 1059 }
1124 1060
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; 1061 break;
1134 1062
1135 case SHIELD: 1063 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1064 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1065 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1069 case HELMET:
1142 case BOOTS: 1070 case BOOTS:
1143 case GLOVES: 1071 case GLOVES:
1144 case CLOAK: 1072 case CLOAK:
1145 if (tmp->stats.wc) 1073 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1074 wc -= tmp->stats.wc + tmp->magic;
1147 1075
1148 if (tmp->stats.dam) 1076 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1077 stats.dam += tmp->stats.dam + tmp->magic;
1150 1078
1151 if (tmp->stats.ac) 1079 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1080 ac -= tmp->stats.ac + tmp->magic;
1153 1081
1154 break; 1082 break;
1155 1083
1084 case BOW:
1156 case WEAPON: 1085 case WEAPON:
1086 if (type != PLAYER || current_weapon == tmp)
1087 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1158 1089
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1090 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1091 ac -= tmp->stats.ac + tmp->magic;
1161 1092
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1093 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1094 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1095 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1096
1166 if (weapon_speed < 0) 1097 if (weapon_speed < 0)
1167 weapon_speed = 0; 1098 weapon_speed = 0;
1168 1099
1169 slaying = tmp->slaying; 1100 slaying = tmp->slaying;
1101
1170 /* If there is desire that two handed weapons should do 1102 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1103 * extra strength damage, this is where the code should
1172 * go. 1104 * go.
1173 */ 1105 */
1174 current_weapon = tmp; 1106
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1107 if (type == PLAYER)
1108 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1109 contr->encumbrance += tmp->weight * 3 / 1000;
1110 }
1177 1111
1178 break; 1112 break;
1179 1113
1180 case ARMOUR: /* Only the best of these three are used: */ 1114 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1115 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1116 contr->encumbrance += tmp->weight / 1000;
1183 1117
1184 case BRACERS: 1118 case BRACERS:
1185 case FORCE: 1119 case FORCE:
1186 if (tmp->stats.wc) 1120 if (tmp->stats.wc)
1187 { 1121 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1143 wc -= (tmp->stats.wc + tmp->magic);
1210 1144
1211 if (tmp->stats.ac) 1145 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1146 ac -= (tmp->stats.ac + tmp->magic);
1213 1147
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1148 if (ARMOUR_SPEED (tmp))
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1149 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1216 1150
1217 break; 1151 break;
1218 } /* switch tmp->type */ 1152 } /* switch tmp->type */
1219 } /* item is equipped */ 1153 } /* item is equipped */
1220 } /* for loop of items */ 1154 } /* for loop of items */
1227 * If there is an uncursed potion in effect, granting more protection 1161 * If there is an uncursed potion in effect, granting more protection
1228 * than that, we take: 'total resistance = resistance from potion'. 1162 * than that, we take: 'total resistance = resistance from potion'.
1229 * If there is a cursed (and no uncursed) potion in effect, we take 1163 * If there is a cursed (and no uncursed) potion in effect, we take
1230 * 'total resistance = vulnerability from cursed potion'. 1164 * 'total resistance = vulnerability from cursed potion'.
1231 */ 1165 */
1232 for (i = 0; i < NROFATTACKS; i++) 1166 for (int i = 0; i < NROFATTACKS; i++)
1233 { 1167 {
1234 resist[i] = prot[i] - vuln[i]; 1168 resist[i] = prot[i] - vuln[i];
1235 1169
1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1170 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1237 resist[i] = potion_resist[i]; 1171 resist[i] = potion_resist[i];
1238 } 1172 }
1239 1173
1240 /* Figure out the players sp/mana/hp totals. */
1241 if (type == PLAYER) 1174 if (type == PLAYER)
1242 { 1175 {
1176 // clamp various player stats
1177 for (int i = 0; i < NUM_STATS; ++i)
1178 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1179
1180 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1181
1182 /* Figure out the players sp/mana/hp totals. */
1243 int pl_level; 1183 int pl_level;
1244 1184
1245 check_stat_bounds (&(stats)); 1185 check_stat_bounds (&(stats));
1246 pl_level = level; 1186 pl_level = level;
1247 1187
1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1189 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1250 1190
1251 /* You basically get half a con bonus/level. But we do take into account rounding, 1191 /* 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. 1192 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1253 */ 1193 */
1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1194 stats.maxhp = 0;
1195 for (int i = 1; i <= min (10, pl_level); i++)
1255 { 1196 {
1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1197 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257 1198
1258 if (i % 2 && con_bonus[stats.Con] % 2) 1199 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[stats.Con] > 0) 1200 if (con_bonus[stats.Con] > 0)
1261 j++; 1201 j++;
1262 else 1202 else
1263 j--; 1203 j--;
1264 }
1265 1204
1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1205 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1267 } 1206 }
1268 1207
1269 for (i = 11; i <= level; i++) 1208 stats.maxhp += 2 * max (0, level - 10);
1270 stats.maxhp += 2;
1271 1209
1272 if (stats.hp > stats.maxhp) 1210 if (stats.hp > stats.maxhp)
1273 stats.hp = stats.maxhp; 1211 stats.hp = stats.maxhp;
1274 1212
1275 /* Sp gain is controlled by the level of the player's 1213 /* Sp gain is controlled by the level of the player's
1288 1226
1289 if (mana_obj == this && type == PLAYER) 1227 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1228 stats.maxsp = 1;
1291 else 1229 else
1292 { 1230 {
1293 sp_tmp = 0.0; 1231 float sp_tmp = 0.f;
1294 1232
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1233 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1234 {
1297 float stmp; 1235 float stmp;
1298 1236
1299 /* Got some extra bonus at first level */ 1237 /* Got some extra bonus at first level */
1300 if (i < 2) 1238 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1240 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1241 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1242
1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1308 sp_tmp += stmp; 1243 sp_tmp += max (1.f, stmp);
1309 } 1244 }
1310 1245
1311 stats.maxsp = (int) sp_tmp; 1246 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 } 1247 }
1248
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1249 /* Characters can get their sp supercharged via rune of transferrance */
1317 if (stats.sp > stats.maxsp * 2) 1250 stats.sp = min (stats.sp, stats.maxsp * 2);
1318 stats.sp = stats.maxsp * 2;
1319 1251
1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1252 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1321 if (!grace_obj || !grace_obj->level || type != PLAYER) 1253 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this; 1254 grace_obj = this;
1323 1255
1328 /* store grace in a float - this way, the divisions below don't create 1260 /* 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 1261 * 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 1262 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1263 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1264 */
1333 sp_tmp = 0.0; 1265 float sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1266
1267 for (int i = 1; i <= min (10, grace_obj->level); i++)
1335 { 1268 {
1336 float grace_tmp = 0.0; 1269 float grace_tmp = 0.f;
1337 1270
1338 /* Got some extra bonus at first level */ 1271 /* Got some extra bonus at first level */
1339 if (i < 2) 1272 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1273 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 1274 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1275 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1276
1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1349 sp_tmp += grace_tmp; 1277 sp_tmp += max (1.f, grace_tmp);
1350 } 1278 }
1351 1279
1352 stats.maxgrace = (int) sp_tmp;
1353
1354 /* two grace points per level after 11 */ 1280 /* two grace points per level after 10 */
1355 for (i = 11; i <= grace_obj->level; i++) 1281 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1356 stats.maxgrace += 2;
1357 } 1282 }
1283
1358 /* No limit on grace vs maxgrace */ 1284 /* No limit on grace vs maxgrace */
1359 1285
1360 if (contr->braced) 1286 if (contr->braced)
1361 { 1287 {
1362 ac += 2; 1288 ac += 2;
1374 * improvement every level, now its fighterlevel/5. So 1300 * improvement every level, now its fighterlevel/5. So
1375 * we give the player a bonus here in wc and dam 1301 * we give the player a bonus here in wc and dam
1376 * to make up for the change. Note that I left the 1302 * to make up for the change. Note that I left the
1377 * monster bonus the same as before. -b.t. 1303 * monster bonus the same as before. -b.t.
1378 */ 1304 */
1305 object *wc_obj = chosen_skill;
1379 1306
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1307 if (contr && wc_obj && wc_obj->level > 1)
1381 { 1308 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1309 wc -= wc_obj->level + thaco_bonus[stats.Str];
1310
1383 for (i = 1; i < wc_obj->level; i++) 1311 for (int i = 1; i < wc_obj->level; i++)
1384 { 1312 {
1385 /* addtional wc every 6 levels */ 1313 /* additional wc every 6 levels */
1386 if (!(i % 6)) 1314 if (!(i % 6))
1387 wc--; 1315 wc--;
1316
1388 /* addtional dam every 4 levels. */ 1317 /* additional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1318 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1319 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1320 }
1392 } 1321 }
1393 else 1322 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1323 wc -= level + thaco_bonus[stats.Str];
1395 1324
1396 stats.dam += dam_bonus[stats.Str]; 1325 stats.dam += dam_bonus[stats.Str];
1397 1326
1398 if (stats.dam < 1) 1327 if (stats.dam < 1)
1399 stats.dam = 1; 1328 stats.dam = 1;
1400 1329
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1330 speed = 1.f + speed_bonus[stats.Dex];
1402 1331
1403 if (settings.search_items && contr->search_str[0]) 1332 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1333 speed -= 1;
1405 1334
1406 if (attacktype == 0) 1335 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1336 attacktype = arch->attacktype;
1408
1409 } /* End if player */ 1337 } /* End if player */
1410 1338
1411 if (added_speed >= 0) 1339 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1340 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1341 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1342 speed /= 1.f - added_speed;
1415 1343
1416 /* Max is determined by armour */ 1344 /* Max is determined by armour */
1417 if (speed > max) 1345 speed = min (speed, max_speed);
1418 speed = max;
1419 1346
1420 if (type == PLAYER) 1347 if (type == PLAYER)
1421 { 1348 {
1422 /* f is a number the represents the number of kg above (positive num) 1349 /* 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 1350 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1351 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1352 * much above he is, and what is max carry is
1426 */ 1353 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1354 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1355 if (f > 0.f)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1356 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1357 }
1431 1358
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1359 speed += bonus_speed / 10.f; /* Not affected by limits */
1360 speed *= speed_reduce_from_disease;
1433 1361
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1362 /* 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. 1363 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1364 */
1437 speed = speed * speed_reduce_from_disease;
1438
1439 if (speed < 0.01 && type == PLAYER) 1365 if (speed < 0.04f && type == PLAYER)
1440 speed = 0.01; 1366 speed = 0.04f;
1367
1368 if (speed != old_speed)
1369 set_speed (speed);
1441 1370
1442 if (type == PLAYER) 1371 if (type == PLAYER)
1443 { 1372 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1373 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1374 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1375 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1376 * that would just be a real pain to read.
1450 */ 1377 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1378 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1379 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1380 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1381 float s = (20 - weapon_speed) / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1382 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1383 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1384
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1385 K *= (4 + level) * 1.2f / (6 + level);
1386
1458 if (K <= 0) 1387 if (K <= 0.01f)
1459 K = 0.01; 1388 K = 0.01f;
1460 S = speed / (K * s); 1389
1461 contr->weapon_sp = S; 1390 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1391 }
1463 1392
1464 /* I want to limit the power of small monsters with big weapons: */ 1393 /* 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) 1394 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1395 stats.dam = arch->stats.dam * 3;
1467 1396
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1397 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1469 * should be more than enough - remember, AC is also in 8 bits, 1398 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 1399
1486 /* if for some reason the creature doesn't have any move type, 1400 /* if for some reason the creature doesn't have any move type,
1487 * give them walking as a default. 1401 * give them walking as a default.
1488 * The second case is a special case - to more closely mimic the 1402 * The second case is a special case - to more closely mimic the
1489 * old behaviour - if your flying, your not walking - just 1403 * old behaviour - if your flying, your not walking - just
1492 if (move_type == 0) 1406 if (move_type == 0)
1493 move_type = MOVE_WALK; 1407 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1408 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1409 move_type &= ~MOVE_WALK;
1496 1410
1497 update_ob_speed (this);
1498
1499 /* It is quite possible that a player's spell costing might have changed, 1411 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1412 * so we will check that now.
1501 */ 1413 */
1502 if (type == PLAYER) 1414 if (type == PLAYER)
1503 { 1415 {
1504 esrv_update_stats (contr); 1416 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1417 esrv_update_spells (contr);
1506 } 1418 }
1419
1420 // update the mapspace, if we are on a map
1421 if (!flag [FLAG_REMOVED] && map)
1422 map->at (x, y).flags_ = 0;
1507} 1423}
1508 1424
1509/* 1425/*
1510 * Returns true if the given player is a legal class. 1426 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1427 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1430 * false otherwise.
1515 */ 1431 */
1516int 1432int
1517allowed_class (const object *op) 1433allowed_class (const object *op)
1518{ 1434{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1435 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1436 && op->stats.Str > 0
1437 && op->stats.Con > 0
1438 && op->stats.Int > 0
1439 && op->stats.Wis > 0
1440 && op->stats.Pow > 0
1441 && op->stats.Cha > 0;
1521} 1442}
1522 1443
1523/* 1444/*
1524 * set the new dragon name after gaining levels or 1445 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1446 * changing ability focus (later this can be extended to
1554 /* now if there are equals at highest level, pick the one with focus, 1475 /* now if there are equals at highest level, pick the one with focus,
1555 or else at random */ 1476 or else at random */
1556 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1477 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1557 atnr = abil->stats.exp; 1478 atnr = abil->stats.exp;
1558 1479
1559 level = (int) (level / 5.); 1480 level = (int) (level / 25.);
1560 1481
1561 /* now set the new title */ 1482 /* now set the new title */
1562 if (pl->contr != NULL) 1483 if (pl->contr)
1563 { 1484 {
1564 if (level == 0) 1485 if (level == 0)
1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1566 else if (level == 1) 1487 else if (level == 1)
1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1596 object *skin = NULL; /* pointer to dragon skin force */ 1517 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1518 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1519 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1520
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1521 /* now grab the 'dragon_ability'-forces from the player's inventory */
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1522 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1523 if (tmp->type == FORCE)
1604 { 1524 if (tmp->arch->archname == shstr_dragon_ability_force)
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1606 abil = tmp; 1525 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1526 else if (tmp->arch->archname == shstr_dragon_skin_force)
1608 skin = tmp; 1527 skin = tmp;
1609 } 1528
1610 }
1611 /* if the force is missing -> bail out */ 1529 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1530 if (abil == NULL)
1613 return; 1531 return;
1614 1532
1615 /* The ability_force keeps track of maximum level ever achieved. 1533 /* The ability_force keeps track of maximum level ever achieved.
1659 if (!skill_obj) 1577 if (!skill_obj)
1660 { 1578 {
1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1579 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1662 return NULL; 1580 return NULL;
1663 } 1581 }
1582
1664 /* clear the flag - exp goes into this bucket, but player 1583 /* clear the flag - exp goes into this bucket, but player
1665 * still doesn't know it. 1584 * still doesn't know it.
1666 */ 1585 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1586 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1587 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1588 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1589 insert_ob_in_ob (skill_obj, op);
1671 if (op->contr) 1590
1591 if (player *pl = op->contr)
1672 { 1592 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1593 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1594 if (pl->ns)
1595 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1596 }
1597
1676 return skill_obj; 1598 return skill_obj;
1677} 1599}
1678
1679 1600
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1601/* player_lvl_adj() - for the new exp system. we are concerned with
1681 * whether the player gets more hp, sp and new levels. 1602 * whether the player gets more hp, sp and new levels.
1682 * Note this this function should only be called for players. Monstes 1603 * Note this this function should only be called for players. Monstes
1683 * don't really gain levels 1604 * don't really gain levels
1686 */ 1607 */
1687void 1608void
1688player_lvl_adj (object *who, object *op) 1609player_lvl_adj (object *who, object *op)
1689{ 1610{
1690 char buf[MAX_BUF]; 1611 char buf[MAX_BUF];
1612 bool changed = false;
1691 1613
1692 if (!op) /* when rolling stats */ 1614 if (!op) /* when rolling stats */
1693 op = who; 1615 op = who;
1694 1616
1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1617 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 { 1618 {
1619 changed = true;
1620
1697 op->level++; 1621 op->level++;
1698 1622
1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1623 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1700 dragon_level_gain (who); 1624 dragon_level_gain (who);
1701 1625
1702 /* Only roll these if it is the player (who) that gained the level */ 1626 /* Only roll these if it is the player (who) that gained the level */
1703 if (op == who && (who->level < 11) && who->type == PLAYER) 1627 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 { 1628 {
1705 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1629 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); 1630 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; 1631 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 } 1632 }
1709 1633
1710 who->update_stats ();
1711 if (op->level > 1) 1634 if (op->level > 1)
1712 { 1635 {
1713 if (op->type != PLAYER) 1636 if (op->type != PLAYER)
1637 {
1638 who->contr->play_sound (sound_find ("skill_up"));
1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1639 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1640 }
1715 else 1641 else
1642 {
1643 who->contr->play_sound (sound_find ("level_up"));
1716 sprintf (buf, "You are now level %d.", op->level); 1644 sprintf (buf, "You are now level %d.", op->level);
1645 }
1646
1717 if (who) 1647 if (who)
1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 } 1649 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 } 1650 }
1651
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1652 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 { 1653 {
1654 changed = true;
1655
1724 op->level--; 1656 op->level--;
1725 who->update_stats (); 1657
1726 if (op->type != PLAYER) 1658 if (op->type != PLAYER)
1727 { 1659 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1660 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); 1661 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 } 1662 }
1731 player_lvl_adj (who, op); /* To decrease more levels */ 1663 }
1664
1665 if (changed)
1732 } 1666 {
1733 1667 who->update_stats ();
1668 esrv_update_stats (who->contr);
1734 /* check if the spell data has changed */ 1669 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr);
1736 esrv_update_spells (who->contr); 1670 esrv_update_spells (who->contr);
1671 }
1737} 1672}
1738 1673
1739/* 1674/*
1740 * Returns how much experience is needed for a player to become 1675 * Returns how much experience is needed for a player to become
1741 * the given level. level should really never exceed max_level 1676 * the given level. level should really never exceed max_level
1744sint64 1679sint64
1745level_exp (int level, double expmul) 1680level_exp (int level, double expmul)
1746{ 1681{
1747 if (level > settings.max_level) 1682 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1683 return (sint64) (expmul * levels[settings.max_level]);
1684
1749 return (sint64) (expmul * levels[level]); 1685 return (sint64) (expmul * levels[level]);
1750} 1686}
1751 1687
1752/* 1688/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1689 * Ensure that the permanent experience requirements in an exp object are met.
1790 sint64 limit, exp_to_add; 1726 sint64 limit, exp_to_add;
1791 int i; 1727 int i;
1792 1728
1793 /* prevents some forms of abuse. */ 1729 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1730 if (op->contr->braced)
1795 exp = exp / 5; 1731 exp /= 5;
1796 1732
1797 /* Try to find the matching skill. 1733 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1734 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1735 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1736 * the players inventory.
1801 */ 1737 */
1802 if (skill_name) 1738 if (skill_name)
1803 { 1739 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1740 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1871 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1872 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1873 player_lvl_adj (op, tmp);
1938 } 1874 }
1939 } 1875 }
1876
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1877 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1878 {
1942 del_exp = check_exp_loss (op, exp); 1879 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1880 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1881 player_lvl_adj (op, NULL);
1945 } 1882 }
1946} 1883}
1947
1948
1949 1884
1950/* change_exp() - changes experience to a player/monster. This 1885/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1886 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1887 *
1953 * The exp passed is typically not modified much by this function - 1888 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1889 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1890 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1891 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1892 * these last two values are only used for players.
1958 */ 1893 */
1959
1960void 1894void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1895change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1896{
1963
1964#ifdef EXP_DEBUG 1897#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1898 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1899#endif
1967 1900
1968 /* safety */ 1901 /* safety */
2009 else 1942 else
2010 /* note that when you lose exp, it doesn't go against 1943 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1944 * a particular skill, so we don't need to pass that
2012 * along. 1945 * along.
2013 */ 1946 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1947 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1948 }
2017} 1949}
2018 1950
2019/* Applies a death penalty experience, the size of this is defined by the 1951/* 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 1952 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1953 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1954 */
2023
2024void 1955void
2025apply_death_exp_penalty (object *op) 1956apply_death_exp_penalty (object *op)
2026{ 1957{
2027 object *tmp; 1958 object *tmp;
2028 sint64 loss; 1959 sint64 loss;
2050 player_lvl_adj (op, tmp); 1981 player_lvl_adj (op, tmp);
2051 } 1982 }
2052 1983
2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1984 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)]; 1985 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1986
2055 if (level_loss < 0) 1987 if (level_loss < 0)
2056 level_loss = 0; 1988 level_loss = 0;
2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1989 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2058 1990
2059 op->stats.exp -= loss; 1991 op->stats.exp -= loss;

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