ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.116 by root, Sun Apr 4 04:10:47 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
193 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 193 "You're feeling clumsy!",
195 "You feel less healthy", 194 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!", 196 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 197 "Your spirit feels drained!",
199 "Your face gets distorted!", 198 "Your face gets distorted!",
200}; 199};
201const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 201 "You feel your strength return.",
203 "You feel your agility return.", 202 "You feel your agility return.",
204 "You feel your health return.", 203 "You feel your health return.",
205 "You feel your memory return.", 204 "You feel your memory return.",
206 "You feel your wisdom return.", 205 "You feel your wisdom return.",
207 "You feel your spirits return." 206 "You feel your spirits return.",
208 "You feel your charisma return.", 207 "You feel your charisma return.",
209}; 208};
210const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 210 "You feel stronger.",
212 "You feel more agile.", 211 "You feel more agile.",
213 "You feel healthy.", 212 "You feel healthy.",
214 "You feel smarter.", 213 "You feel smarter.",
215 "You feel wiser.", 214 "You feel wiser.",
216 "You feel more potent." 215 "You feel more potent.",
217 "You seem to look better.", 216 "You seem to look better.",
218}; 217};
219const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 219 "You feel weaker!",
221 "You feel clumsy!", 220 "You feel clumsy!",
222 "You feel less healthy!", 221 "You feel less healthy!",
223 "You feel stupid!", 222 "You feel stupid!",
224 "You lose some of your memory!", 223 "You lose some of your memory!",
225 "You feel less potent!" 224 "You feel less potent!",
226 "You look ugly!", 225 "You look ugly!",
227}; 226};
228 227
229const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 230};
232 231
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236
237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 265 */
352#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 268
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 270
357/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
378 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 296
381 if (op->type == PLAYER) 297 if (op->type == PLAYER)
382 { 298 {
383 if (tmp->type == POTION) 299 if (tmp->type == POTION)
384 { 300 {
385 potion_max = 1; 301 potion_max = 1;
302
386 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
387 { 304 {
388 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
389 306 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 307
393 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
395 310
396 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
399 * to allow for that. 313 * to allow for that.
400 */ 314 */
401 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 316 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 318 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 319
408 if (nstat != ostat) 320 if (nstat != ostat)
409 { 321 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 323 potion_max = 0;
412 } 324 }
413 else if (i) 325 else if (i)
414 { 326 {
415 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
419 331
420 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 334 * recalculates this anyway.
423 */ 335 */
424 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 338
427 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 340 } /* end of potion handling code */
429 } 341 }
430 342
431 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 344 * everything to set
433 */ 345 */
434 if (flag == -1) 346 if (flag == -1)
435 { 347 {
436 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 353 * and not the other move_ fields.
442 */ 354 */
443 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
444 } 356 }
445 357
446 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
449 */ 361 */
450 op->update_stats (); 362 op->update_stats ();
451 363
452 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 365 * print out message if this is a bow.
454 */ 366 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 368 {
457 success = 1; 369 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 371 }
460 372
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 374 {
463 success = 1; 375 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 377 }
466 378
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 380 {
469 success = 1; 381 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 383 }
472 384
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 389 }
478 390
480 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 395 * from fly high)
484 */ 396 */
485 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
486 { 398 {
487 success = 1; 399 success = 1;
488 400
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
491 */ 403 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 405 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 407 }
496 408
497 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 410 {
499 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 412 * in that case, you don't actually land
501 */ 413 */
502 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 416 }
417
505 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 420 }
511 421
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 423 * originally undead may change their status
514 */ 424 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 427 {
518 success = 1; 428 success = 1;
519 if (flag > 0) 429 if (flag > 0)
520 { 430 {
521 op->race = "undead"; 431 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 433 }
524 else 434 else
525 { 435 {
526 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 438 }
529 } 439 }
530 440
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 442 {
533 success = 1; 443 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 445 }
536 446
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 448 {
539 success = 1; 449 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 451 }
542 452
543 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 454 * vision
545 */ 455 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
547 { 457 {
548 success = 1; 458 success = 1;
549 if (flag > 0) 459 if (flag > 0)
550 { 460 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 463 else
554 { 464 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 468 op->contr->do_los = 1;
559 } 469 }
560 } 470 }
561 else 471 else
562 { 472 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 475 else
566 { 476 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 480 op->contr->do_los = 1;
571 } 481 }
572 } 482 }
573 } 483 }
574 484
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 486 {
577 success = 1; 487 success = 1;
578 if (op->type == PLAYER) 488 if (op->type == PLAYER)
579 op->contr->do_los = 1; 489 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 491 }
582 492
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 494 {
585 success = 1; 495 success = 1;
586 if (flag > 0) 496 if (flag > 0)
587 { 497 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 500 else
591 { 501 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 503 if (op->type == PLAYER)
594 op->contr->do_los = 1; 504 op->contr->do_los = 1;
595 } 505 }
596 } 506 }
597 else 507 else
598 { 508 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 511 else
602 { 512 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 514 if (op->type == PLAYER)
637 success = 1; 547 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 549 }
640 550
641 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
643 { 553 {
644 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
646 556
647 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
648 { 558 {
649 success = 1; 559 success = 1;
560
650 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 563 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 565
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
662 { 572 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 573 {
665 success = 1; 574 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 576 }
668 }
669 }
670 577
671 return success; 578 return success;
672} 579}
673 580
674/* 581/*
675 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 584 */
678
679void 585void
680object::drain_stat () 586object::drain_stat ()
681{ 587{
682 drain_specific_stat (RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
683} 589}
684 590
685void 591void
686object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
687{ 593{
688 object *tmp; 594 object *tmp;
689 archetype *at; 595 archetype *at;
690 596
691 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
692 if (!at) 598 if (!at)
693 { 599 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 601 return;
696 } 602 }
698 { 604 {
699 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
700 606
701 if (!tmp) 607 if (!tmp)
702 { 608 {
703 tmp = arch_to_object (at); 609 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
706 } 612 }
707 } 613 }
708 614
716 * via an applied bad_luck object. 622 * via an applied bad_luck object.
717 */ 623 */
718void 624void
719object::change_luck (int value) 625object::change_luck (int value)
720{ 626{
721 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
722 if (!at) 628 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 630 else
725 { 631 {
726 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 634 if (!tmp)
729 { 635 {
730 if (!value) 636 if (!value)
731 return; 637 return;
732 638
733 tmp = arch_to_object (at); 639 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
736 } 642 }
737 643
738 if (value) 644 if (value)
755 return; 661 return;
756 662
757 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
759 */ 665 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 667 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 669
764 stats.luck += diff; 670 stats.luck += diff;
765 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 679 */
774void 680void
775object::remove_statbonus () 681object::remove_statbonus ()
776{ 682{
777 stats.Str -= arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 684 {
779 stats.Con -= arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 686 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 688 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 689}
793 690
794/* 691/*
795 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 693 */
797void 694void
798object::add_statbonus () 695object::add_statbonus ()
799{ 696{
800 stats.Str += arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 698 {
802 stats.Con += arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 700 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 702 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
816 744
817/* 745/*
818 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
823 */ 751 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
827 */ 754 */
828
829void 755void
830object::update_stats () 756object::update_stats ()
831{ 757{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 767
840 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 769 if (type == PLAYER)
842 { 770 {
771 contr->delayed_update = false;
772
843 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
845 775
846 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 777 contr->encumbrance = 0;
848 778
849 attacktype = 0; 779 attacktype = 0;
780
850 contr->digestion = 0; 781 contr->digestion = 0;
851 contr->gen_hp = 0; 782 contr->gen_hp = 0;
852 contr->gen_sp = 0; 783 contr->gen_sp = 0;
853 contr->gen_grace = 0; 784 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 786 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 787 }
866 788
867 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
868 791
869 slaying = 0; 792 slaying = 0;
870 793
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 795 {
876 799
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
880 803
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 808
886 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
891 chosen_skill = NULL;
892 814
893 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
894 * archetype clone 816 * archetype clone
895 */ 817 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
897 819
898 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
899 { 821 {
900 if (resist[i] > 0) 822 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
902 else 824 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
826
904 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
905 } 828 }
906 829
907 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
909 832
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 838 * that their protection from physical goes down
916 */ 839 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 841 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 844 }
922 else 845 else
923 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
924 847
925 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 849 speed = arch->speed;
850
851 chosen_skill = 0;
927 852
928 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
930 */ 855 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
933 { 857 {
934 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here.
936 */
937 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 860 * then calls this function.
943 */ 861 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 863 continue;
864
865 glow_radius += tmp->glow_radius;
946 866
947 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
949 { 869 {
950 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
963 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 884 grace_obj = tmp;
965 } 885 }
966 } 886 }
967 887
968 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 889 * objects need to make adjustments.
970 * This block should handle all player specific changes 890 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
975 * up, etc. 895 * up, etc.
976 */ 896 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 901 {
980 if (type == PLAYER) 902 if (type == PLAYER)
981 { 903 {
982 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 905
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 907 stat_sum [i] += tmp->stats.stat (i);
990 908
991 /* these are the items that currently can change digestion, regeneration, 909 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 910 {
1004 contr->digestion += tmp->stats.food; 911 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
1006 contr->gen_sp += tmp->stats.sp; 914 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 915 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 916 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 917 }
1011 } /* if this is a player */ 918 } /* if this is a player */
919 else
920 {
921 if (tmp->type == WEAPON)
922 current_weapon = tmp;
923 }
1012 924
1013 /* Update slots used for items */ 925 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 928 slot[i].used += tmp->slot[i].info;
1017 929
1018 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1;
1023 }
1024 932
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 937 */
938 if (tmp->type == POTION_EFFECT)
939 for (int i = 0; i < NROFATTACKS; i++)
940 max_it (potion_resist[i], tmp->resist[i]);
1030 if (tmp->type != POTION) 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
943 if (tmp->resist[i] > 0)
944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
945 else if (tmp->resist[i] < 0)
946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
947
948 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM)
1031 { 950 {
1032 for (i = 0; i < NROFATTACKS; i++) 951 attacktype |= tmp->attacktype;
1033 { 952 path_attuned |= tmp->path_attuned;
1034 /* Potential for cursed potions, in which case we just can use 953 path_repelled |= tmp->path_repelled;
1035 * a straight MAX, as potion_resist is initialised to zero. 954 path_denied |= tmp->path_denied;
1036 */ 955 move_type |= tmp->move_type;
1037 if (tmp->type == POTION_EFFECT) 956 stats.luck += tmp->stats.luck;
1038 {
1039 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else
1042 potion_resist[i] = tmp->resist[i];
1043 }
1044 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048 }
1049 } 957 }
1050 958
1051 /* There may be other things that should not adjust the attacktype */ 959 flag |= tmp->flag & copy_flags;
1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 attacktype |= tmp->attacktype;
1054 960
1055 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied;
1058 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type;
1060
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
1071 963
964 //TODO: copy_flags?
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 966 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
1075 invisible = 1; 968 invisible = 1;
1076 } 969 }
1077 970
1078 if (tmp->stats.exp && tmp->type != SKILL) 971 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 972 {
1080 if (tmp->stats.exp > 0) 973 if (tmp->stats.exp > 0)
1081 { 974 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 975 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 977 }
1085 else 978 else
1086 added_speed += (float) tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1087 } 980 }
1088 981
1089 switch (tmp->type) 982 switch (tmp->type)
1090 { 983 {
1091 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */
1093 case SKILL: 984 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 985 {
986 // some skills will end up here without counting as "applied"
987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1095 break; 988 break;
1096 989
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 990 if (chosen_skill)
991 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
993 &name, &chosen_skill->name, &tmp->name);
1102 994
995 tmp->flag [FLAG_APPLIED] = false;
996 update_stats ();
997 return;
998 }
999
1103 chosen_skill = tmp; 1000 chosen_skill = tmp;
1104 1001
1105 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1109 1006
1110 if (weapon_speed < 0)
1111 weapon_speed = 0;
1112
1113 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1009
1116 if (tmp->magic) 1010 if (tmp->magic)
1117 stats.dam += tmp->magic; 1011 stats.dam += tmp->magic;
1118 } 1012 }
1119 1013
1120 if (tmp->stats.wc) 1014 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1015 wc -= tmp->stats.wc + tmp->magic;
1122 1016
1123 if (tmp->slaying != NULL) 1017 if (tmp->slaying)
1124 slaying = tmp->slaying; 1018 slaying = tmp->slaying;
1125 1019
1126 if (tmp->stats.ac) 1020 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1021 ac -= tmp->stats.ac + tmp->magic;
1128 1022
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1024 contr->encumbrance += 3 * tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1025 }
1136 1026
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1027 break;
1146 1028
1147 case SHIELD: 1029 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1150 case RING: 1033 case RING:
1151 case AMULET: 1034 case AMULET:
1152 case GIRDLE: 1035 case GIRDLE:
1153 case HELMET: 1036 case HELMET:
1154 case BOOTS: 1037 case BOOTS:
1155 case GLOVES: 1038 case GLOVES:
1156 case CLOAK: 1039 case CLOAK:
1157 if (tmp->stats.wc) 1040 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1041 wc -= tmp->stats.wc + tmp->magic;
1159 1042
1160 if (tmp->stats.dam) 1043 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1044 stats.dam += tmp->stats.dam + tmp->magic;
1162 1045
1163 if (tmp->stats.ac) 1046 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1047 ac -= tmp->stats.ac + tmp->magic;
1165 1048
1166 break; 1049 break;
1167 1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1056 case BOW:
1168 case WEAPON: 1057 case WEAPON:
1169 wc -= (tmp->stats.wc + tmp->magic); 1058 wc -= tmp->stats.wc + tmp->magic;
1170 1059
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1173 1062
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1063 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1066
1178 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1179 weapon_speed = 0; 1068 weapon_speed = 0;
1180 1069
1181 slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1071
1182 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1184 * go. 1074 * go.
1185 */ 1075 */
1186 current_weapon = tmp; 1076
1077 if (type == PLAYER)
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1078 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1189 1080
1190 break; 1081 break;
1191 1082
1192 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1085 contr->encumbrance += tmp->weight / 1000;
1195 1086
1196 case BRACERS: 1087 case BRACERS:
1197 case FORCE: 1088 case FORCE:
1198 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1199 { 1090 {
1216 else /* To nullify the below effect */ 1107 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic; 1108 ac += tmp->stats.ac + tmp->magic;
1218 } 1109 }
1219 1110
1220 if (tmp->stats.wc) 1111 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic); 1112 wc -= tmp->stats.wc + tmp->magic;
1222 1113
1223 if (tmp->stats.ac) 1114 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1115 ac -= tmp->stats.ac + tmp->magic;
1225 1116
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1117 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1119
1229 break; 1120 break;
1230 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1231 } /* item is equipped */ 1122 } /* item is equipped */
1232 } /* for loop of items */ 1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1233 1126
1234 /* We've gone through all the objects the player has equipped. For many things, we 1127 /* We've gone through all the objects the player has equipped. For many things, we
1235 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1236 */ 1129 */
1237 1130
1239 * If there is an uncursed potion in effect, granting more protection 1132 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1133 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1134 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1135 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1136 */
1244 for (i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1138 {
1246 resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1247 1140
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1249 resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1250 } 1144 }
1251 1145
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1146 if (type == PLAYER)
1254 { 1147 {
1148 // clamp various player stats
1149 for (int i = 0; i < NUM_STATS; ++i)
1150 stats.stat (i) = stat_sum [i];
1151
1152 check_stat_bounds (&stats);
1153
1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1155
1156 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1157 int pl_level;
1256 1158
1257 check_stat_bounds (&(stats));
1258 pl_level = level;
1259
1260 if (pl_level < 1)
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1262 1160
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1163 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1164 stats.maxhp = 0;
1165 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1166 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1167 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1168
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1169 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1170 if (con_bonus[stats.Con] > 0)
1273 j++; 1171 j++;
1274 else 1172 else
1275 j--; 1173 j--;
1276 }
1277 1174
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1175 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1176 }
1280 1177
1281 for (i = 11; i <= level; i++) 1178 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1179
1284 if (stats.hp > stats.maxhp) 1180 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1181 stats.hp = stats.maxhp;
1286 1182
1287 /* Sp gain is controlled by the level of the player's 1183 /* Sp gain is controlled by the level of the player's
1300 1196
1301 if (mana_obj == this && type == PLAYER) 1197 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1198 stats.maxsp = 1;
1303 else 1199 else
1304 { 1200 {
1305 sp_tmp = 0.0; 1201 float sp_tmp = 0.f;
1306 1202
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1203 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1204 {
1309 float stmp; 1205 float stmp;
1310 1206
1311 /* Got some extra bonus at first level */ 1207 /* Got some extra bonus at first level */
1312 if (i < 2) 1208 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1210 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1212
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1213 sp_tmp += max (1.f, stmp);
1321 } 1214 }
1322 1215
1323 stats.maxsp = (int) sp_tmp; 1216 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1324
1325 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2;
1327 } 1217 }
1218
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1219 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1220 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1221
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1222 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1223 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1224 grace_obj = this;
1335 1225
1340 /* store grace in a float - this way, the divisions below don't create 1230 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1231 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1232 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1233 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1234 */
1345 sp_tmp = 0.0; 1235 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1236
1237 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1238 {
1348 float grace_tmp = 0.0; 1239 float grace_tmp = 0.f;
1349 1240
1350 /* Got some extra bonus at first level */ 1241 /* Got some extra bonus at first level */
1351 if (i < 2) 1242 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1243 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1244 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1245 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1246
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1247 sp_tmp += max (1.f, grace_tmp);
1362 } 1248 }
1363 1249
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1250 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1251 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1252 }
1253
1370 /* No limit on grace vs maxgrace */ 1254 /* No limit on grace vs maxgrace */
1371 1255
1372 if (contr->braced) 1256 if (contr->braced)
1373 { 1257 {
1374 ac += 2; 1258 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1270 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1271 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1272 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1273 * monster bonus the same as before. -b.t.
1390 */ 1274 */
1275 object *wc_obj = chosen_skill;
1391 1276
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1277 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1278 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1279 wc -= wc_obj->level + thaco_bonus[stats.Str];
1280
1395 for (i = 1; i < wc_obj->level; i++) 1281 for (int i = 1; i < wc_obj->level; i++)
1396 { 1282 {
1397 /* addtional wc every 6 levels */ 1283 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1284 if (!(i % 6))
1399 wc--; 1285 wc--;
1286
1400 /* addtional dam every 4 levels. */ 1287 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1288 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1289 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1290 }
1404 } 1291 }
1405 else 1292 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1293 wc -= level + thaco_bonus[stats.Str];
1407 1294
1408 stats.dam += dam_bonus[stats.Str]; 1295 stats.dam += dam_bonus[stats.Str];
1409 1296
1410 if (stats.dam < 1) 1297 if (stats.dam < 1)
1411 stats.dam = 1; 1298 stats.dam = 1;
1412 1299
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1300 speed = 1.f + speed_bonus[stats.Dex];
1414 1301
1415 if (settings.search_items && contr->search_str[0]) 1302 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1303 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1304 } /* End if player */
1422 1305
1423 if (added_speed >= 0) 1306 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1307 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1308 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1309 speed /= 1.f - added_speed;
1427 1310
1428 /* Max is determined by armour */ 1311 /* Max is determined by armour */
1429 if (speed > max) 1312 speed = min (speed, max_speed);
1430 speed = max;
1431 1313
1432 if (type == PLAYER) 1314 if (type == PLAYER)
1433 { 1315 {
1434 /* f is a number the represents the number of kg above (positive num) 1316 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above 1317 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1318 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1319 * much above he is, and what is max carry is
1438 */ 1320 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1321 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1322 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1323 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1324 }
1443 1325
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1326 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease;
1445 1328
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1329 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1331 */
1449 speed = speed * speed_reduce_from_disease; 1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1450 1333
1451 if (speed < 0.01 && type == PLAYER) 1334 if (speed != old_speed)
1452 speed = 0.01; 1335 set_speed (speed);
1453 1336
1454 if (type == PLAYER) 1337 if (type == PLAYER)
1455 { 1338 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1339 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1340 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1341 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1342 * that would just be a real pain to read.
1462 */ 1343 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1344 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1345 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1346 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1347 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1348 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1349 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1350
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1351 K *= (4 + level) * 1.2f / (6 + level);
1352
1470 if (K <= 0) 1353 if (K <= 0.01f)
1471 K = 0.01; 1354 K = 0.01f;
1472 S = speed / (K * s); 1355
1473 contr->weapon_sp = S; 1356 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1357 }
1475 1358
1476 /* I want to limit the power of small monsters with big weapons: */ 1359 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1360 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1361 stats.dam = arch->stats.dam * 3;
1479 1362
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1363 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1364 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1365
1498 /* if for some reason the creature doesn't have any move type, 1366 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1367 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1368 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1369 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1372 if (move_type == 0)
1505 move_type = MOVE_WALK; 1373 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1375 move_type &= ~MOVE_WALK;
1508 1376
1509 if (speed != old_speed) 1377 // now apply the new move_type
1510 set_speed (speed); 1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1511 1380
1512 /* It is quite possible that a player's spell costing might have changed, 1381 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1382 * so we will check that now.
1514 */ 1383 */
1515 if (type == PLAYER) 1384 if (is_player ())
1385 contr->update_spells ();
1386
1387 // update the mapspace, if we are on a map
1388 if (!flag [FLAG_REMOVED] && map)
1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
1396
1397 if (is_on_map ())
1398 update_all_los (map, x, y);
1399 else if (object *env = outer_env ())
1516 { 1400 {
1517 esrv_update_stats (contr); 1401 env->update_stats ();
1518 esrv_update_spells (contr); 1402
1403 if (env->is_on_map ())
1404 update_all_los (env->map, env->x, env->y);
1519 } 1405 }
1520} 1406}
1521 1407
1522/* 1408/*
1523 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1527 * false otherwise. 1413 * false otherwise.
1528 */ 1414 */
1529int 1415int
1530allowed_class (const object *op) 1416allowed_class (const object *op)
1531{ 1417{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1418 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1419 && op->stats.Str > 0
1420 && op->stats.Con > 0
1421 && op->stats.Int > 0
1422 && op->stats.Wis > 0
1423 && op->stats.Pow > 0
1424 && op->stats.Cha > 0;
1534} 1425}
1535 1426
1536/* 1427/*
1537 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1540 *
1541 * Note that the title is written to 'own_title' in the
1542 * player struct. This should be changed to 'ext_title'
1543 * as soon as clients support this!
1544 * Please, anyone, write support for 'ext_title'.
1545 */ 1431 */
1546void 1432void
1547set_dragon_name (object *pl, const object *abil, const object *skin) 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1548{ 1434{
1549 int atnr = -1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1567 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */ 1454 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1455 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp; 1456 atnr = abil->stats.exp;
1571 1457
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */ 1458 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1459 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1579 else if (level == 1)
1580 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1460 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1581 else if (level == 2)
1582 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1461 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1583 else if (level == 3)
1584 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1585 else 1463 else
1586 { 1464 {
1587 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1590 else if (skin->resist[atnr] > 50)
1591 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1592 else
1593 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1594 }
1595 } 1469 }
1596 1470
1597 strcpy (pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1598} 1472}
1599 1473
1600/* 1474/*
1601 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1602 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1603 * or change the ability-focus. 1477 * or change the ability-focus.
1604 */ 1478 */
1605void 1479static void
1606dragon_level_gain (object *who) 1480dragon_level_gain (object *who)
1607{ 1481{
1608 object *abil = NULL; /* pointer to dragon ability force */ 1482 object *abil = NULL; /* pointer to dragon ability force */
1609 object *skin = NULL; /* pointer to dragon skin force */ 1483 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1485 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1486
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1487 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1488 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1489 if (tmp->type == FORCE)
1617 { 1490 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1491 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1492 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1493 skin = tmp;
1622 } 1494
1623 }
1624 /* if the force is missing -> bail out */ 1495 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1496 if (abil == NULL)
1626 return; 1497 return;
1627 1498
1628 /* The ability_force keeps track of maximum level ever achieved. 1499 /* The ability_force keeps track of maximum level ever achieved.
1669 object *skill_obj; 1540 object *skill_obj;
1670 1541
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj) 1543 if (!skill_obj)
1673 { 1544 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1675 return NULL; 1546 return NULL;
1676 } 1547 }
1548
1677 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1550 * still doesn't know it.
1679 */ 1551 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1554 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1555 op->insert (skill_obj);
1684 1556
1685 if (op->contr) 1557 if (player *pl = op->contr)
1686 { 1558 pl->link_skills ();
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 }
1691 1559
1692 return skill_obj; 1560 return skill_obj;
1693} 1561}
1694
1695 1562
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1564 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1565 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1566 * don't really gain levels
1702 */ 1569 */
1703void 1570void
1704player_lvl_adj (object *who, object *op) 1571player_lvl_adj (object *who, object *op)
1705{ 1572{
1706 char buf[MAX_BUF]; 1573 char buf[MAX_BUF];
1574 bool changed = false;
1707 1575
1708 if (!op) /* when rolling stats */ 1576 if (!op) /* when rolling stats */
1709 op = who; 1577 op = who;
1710 1578
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1579 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1580 {
1581 changed = true;
1582
1713 op->level++; 1583 op->level++;
1714 1584
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1716 dragon_level_gain (who); 1586 dragon_level_gain (who);
1717 1587
1718 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1590 {
1721 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1591 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1722 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1592 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1723 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1593 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724 } 1594 }
1725 1595
1726 who->update_stats ();
1727 if (op->level > 1) 1596 if (op->level > 1)
1728 { 1597 {
1729 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1599 {
1600 who->contr->play_sound (sound_find ("skill_up"));
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1601 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1602 }
1731 else 1603 else
1604 {
1605 who->contr->play_sound (sound_find ("level_up"));
1732 sprintf (buf, "You are now level %d.", op->level); 1606 sprintf (buf, "You are now level %d.", op->level);
1607 }
1608
1733 if (who) 1609 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1611 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1612 }
1613
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1614 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1615 {
1616 changed = true;
1617
1740 op->level--; 1618 op->level--;
1741 who->update_stats (); 1619
1742 if (op->type != PLAYER) 1620 if (op->type != PLAYER)
1743 { 1621 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1624 }
1747 player_lvl_adj (who, op); /* To decrease more levels */
1748 } 1625 }
1749 1626
1750 /* check if the spell data has changed */ 1627 if (changed)
1751 esrv_update_stats (who->contr); 1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1752 esrv_update_spells (who->contr);
1753} 1629}
1754 1630
1755/* 1631/*
1756 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1760sint64 1636sint64
1761level_exp (int level, double expmul) 1637level_exp (int level, double expmul)
1762{ 1638{
1763 if (level > settings.max_level) 1639 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1640 return (sint64) (expmul * levels[settings.max_level]);
1641
1765 return (sint64) (expmul * levels[level]); 1642 return (sint64) (expmul * levels[level]);
1766} 1643}
1767 1644
1768/* 1645/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1646 * Ensure that the permanent experience requirements in an exp object are met.
1800 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1801 */ 1678 */
1802static void 1679static void
1803add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1804{ 1681{
1805 object *skill_obj = NULL; 1682 object *skill_obj;
1806 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1807 int i; 1684 int i;
1808 1685
1809 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1687 if (op->contr->braced)
1811 exp = exp / 5; 1688 exp /= 5;
1812 1689
1813 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1693 * the players inventory.
1817 */ 1694 */
1695 skill_obj = 0;
1696
1818 if (skill_name) 1697 if (skill_name)
1819 { 1698 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1699 skill_obj = op->contr->find_skill (skill_name);
1821 skill_obj = op->chosen_skill;
1822 else
1823 {
1824 for (i = 0; i < NUM_SKILLS; i++)
1825 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1826 {
1827 skill_obj = op->contr->last_skill_ob[i];
1828 break;
1829 }
1830 1700
1831 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1832 * it to the player if necessary 1702 * it to the player if necessary
1833 */ 1703 */
1834 if (!skill_obj) 1704 if (!skill_obj)
1835 { 1705 {
1836 if (flag == SK_EXP_NONE) 1706 if (flag == SK_EXP_NONE)
1837 return; 1707 return;
1708
1838 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1839 give_skill_by_name (op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1840 }
1841 } 1711 }
1842 } 1712 }
1843 1713
1844 if (flag != SK_EXP_SKILL_ONLY) 1714 if (flag != SK_EXP_SKILL_ONLY)
1845 { 1715 {
1878 player_lvl_adj (op, skill_obj); 1748 player_lvl_adj (op, skill_obj);
1879 } 1749 }
1880} 1750}
1881 1751
1882/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1883 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1884 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1885 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1886 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1887 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1888 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1889 */ 1759 */
1890sint64 1760static sint64
1891check_exp_loss (const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1892{ 1762{
1893 sint64 del_exp; 1763 sint64 del_exp;
1894 1764
1895 if (exp > op->stats.exp) 1765 if (exp > op->stats.exp)
1896 exp = op->stats.exp; 1766 exp = op->stats.exp;
1767
1897 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1898 { 1769 {
1899 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1771
1900 if (del_exp < 0) 1772 if (del_exp < 0)
1901 del_exp = 0; 1773 del_exp = 0;
1774
1902 if (exp > del_exp) 1775 if (exp > del_exp)
1903 exp = del_exp; 1776 exp = del_exp;
1904 } 1777 }
1778
1905 return exp; 1779 return exp;
1906} 1780}
1907 1781
1908sint64 1782sint64
1909check_exp_adjust (const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1910{ 1784{
1911 if (exp < 0) 1785 if (exp < 0)
1912 return check_exp_loss (op, exp); 1786 return check_exp_loss (op, exp);
1913 else 1787 else
1914 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1915} 1789}
1916
1917 1790
1918/* Subtracts experience from player. 1791/* Subtracts experience from player.
1919 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1920 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1921 * this subtracts a portion from all 1794 * this subtracts a portion from all
1935 sint64 del_exp; 1808 sint64 del_exp;
1936 1809
1937 for (tmp = op->inv; tmp; tmp = tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->type == SKILL && tmp->stats.exp) 1811 if (tmp->type == SKILL && tmp->stats.exp)
1939 { 1812 {
1940 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1941 { 1814 {
1942 del_exp = check_exp_loss (tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1943 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1944 player_lvl_adj (op, tmp); 1817 player_lvl_adj (op, tmp);
1945 } 1818 }
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1824 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1825 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1826 player_lvl_adj (op, tmp);
1954 } 1827 }
1955 } 1828 }
1829
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1830 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1831 {
1958 del_exp = check_exp_loss (op, exp); 1832 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1833 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1834 player_lvl_adj (op, NULL);
1961 } 1835 }
1962} 1836}
1963
1964
1965 1837
1966/* change_exp() - changes experience to a player/monster. This 1838/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1839 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1840 *
1969 * The exp passed is typically not modified much by this function - 1841 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1842 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1843 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1844 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1845 * these last two values are only used for players.
1974 */ 1846 */
1975
1976void 1847void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1848change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1849{
1979
1980#ifdef EXP_DEBUG 1850#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1851 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1852#endif
1983 1853
1984 /* safety */ 1854 /* safety */
2025 else 1895 else
2026 /* note that when you lose exp, it doesn't go against 1896 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1897 * a particular skill, so we don't need to pass that
2028 * along. 1898 * along.
2029 */ 1899 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1900 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1901 }
2033} 1902}
2034 1903
2035/* Applies a death penalty experience, the size of this is defined by the 1904/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1905 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1907 */
2039
2040void 1908void
2041apply_death_exp_penalty (object *op) 1909apply_death_exp_penalty (object *op)
2042{ 1910{
2043 object *tmp;
2044 sint64 loss; 1911 sint64 loss;
2045 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2046 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2047 1914
2048 for (tmp = op->inv; tmp; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2049 if (tmp->type == SKILL && tmp->stats.exp) 1916 if (tmp->type == SKILL && tmp->stats.exp)
2050 { 1917 {
2051
2052 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2053 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2054 1920
2055 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
2056 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
2057 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
2058 * tables is a lot harder. 1924 * tables is a lot harder.
2059 */ 1925 */
2060 if (level_loss < 0) 1926 if (level_loss < 0)
2061 level_loss = 0; 1927 level_loss = 0;
2062 1928
2063 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2064 1930
2065 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
2066 player_lvl_adj (op, tmp); 1932 player_lvl_adj (op, tmp);
2067 } 1933 }
2068 1934
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1937
2071 if (level_loss < 0) 1938 if (level_loss < 0)
2072 level_loss = 0; 1939 level_loss = 0;
1940
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2074 1942
2075 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
2076 player_lvl_adj (op, NULL); 1944 player_lvl_adj (op, NULL);
2077} 1945}
2078 1946

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines