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Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.122 by root, Fri Apr 30 21:00:39 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (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 */
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
193 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 191 "You're feeling clumsy!",
195 "You feel less healthy", 192 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!", 194 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 195 "Your spirit feels drained!",
199 "Your face gets distorted!", 196 "Your face gets distorted!",
200}; 197};
201const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 199 "You feel your strength return.",
203 "You feel your agility return.", 200 "You feel your agility return.",
204 "You feel your health return.", 201 "You feel your health return.",
205 "You feel your memory return.", 202 "You feel your memory return.",
206 "You feel your wisdom return.", 203 "You feel your wisdom return.",
207 "You feel your spirits return." 204 "You feel your spirits return.",
208 "You feel your charisma return.", 205 "You feel your charisma return.",
209}; 206};
210const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 208 "You feel stronger.",
212 "You feel more agile.", 209 "You feel more agile.",
213 "You feel healthy.", 210 "You feel healthy.",
214 "You feel smarter.", 211 "You feel smarter.",
215 "You feel wiser.", 212 "You feel wiser.",
216 "You feel more potent." 213 "You feel more potent.",
217 "You seem to look better.", 214 "You seem to look better.",
218}; 215};
219const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 217 "You feel weaker!",
221 "You feel clumsy!", 218 "You feel clumsy!",
222 "You feel less healthy!", 219 "You feel less healthy!",
223 "You feel stupid!", 220 "You feel stupid!",
224 "You lose some of your memory!", 221 "You lose some of your memory!",
225 "You feel less potent!" 222 "You feel less potent!",
226 "You look ugly!", 223 "You look ugly!",
227}; 224};
228 225
229const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 228};
232 229
233const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 232};
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}
269 233
270/* 234/*
271 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274void 238void
275change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
276{ 240{
277 if (value == 0) 241 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} 242}
328 243
329/* 244/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 246 * 1-30 stat limit.
332 */ 247 */
333
334void 248void
335check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
336{ 250{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
341 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 255 }
344} 256}
345 257
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 259
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* 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 261 * 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. 262 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 263 */
352#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 266
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 268
357/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 270 * the object.
359 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 272 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 274 * 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 275 * 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 276 * 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 277 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 278 * that gives them that ability.
367 */ 279 */
368int 280int
369change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
370{ 282{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
378 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 294
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
300
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* 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 310 * that adjust that stat by more than one point, so we need
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* 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 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 369 }
460 370
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 372 {
463 success = 1; 373 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 375 }
466 376
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 378 {
469 success = 1; 379 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 381 }
472 382
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
478 388
480 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 393 * from fly high)
484 */ 394 */
485 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
486 { 396 {
487 success = 1; 397 success = 1;
488 398
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
491 */ 401 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 403 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 405 }
496 406
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 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 } 418 }
511 419
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 421 * originally undead may change their status
514 */ 422 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 425 {
518 success = 1; 426 success = 1;
519 if (flag > 0) 427 if (flag > 0)
520 { 428 {
521 op->race = "undead"; 429 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 431 }
524 else 432 else
525 { 433 {
526 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 436 }
529 } 437 }
530 438
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 440 {
533 success = 1; 441 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 443 }
536 444
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 446 {
539 success = 1; 447 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 449 }
542 450
543 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 452 * vision
545 */ 453 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
547 { 455 {
548 success = 1; 456 success = 1;
549 if (flag > 0) 457 if (flag > 0)
550 { 458 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 461 else
554 { 462 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
557 if (op->type == PLAYER) 465 if (op->type == PLAYER)
558 op->contr->do_los = 1; 466 op->contr->do_los = 1;
559 } 467 }
560 } 468 }
561 else 469 else
562 { 470 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 473 else
566 { 474 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
569 if (op->type == PLAYER) 477 if (op->type == PLAYER)
570 op->contr->do_los = 1; 478 op->contr->do_los = 1;
571 } 479 }
572 } 480 }
573 } 481 }
574 482
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 484 {
577 success = 1; 485 success = 1;
578 if (op->type == PLAYER) 486 if (op->type == PLAYER)
579 op->contr->do_los = 1; 487 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 489 }
582 490
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 492 {
585 success = 1; 493 success = 1;
586 if (flag > 0) 494 if (flag > 0)
587 { 495 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 498 else
591 { 499 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 501 if (op->type == PLAYER)
594 op->contr->do_los = 1; 502 op->contr->do_los = 1;
595 } 503 }
596 } 504 }
597 else 505 else
598 { 506 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 509 else
602 { 510 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 512 if (op->type == PLAYER)
611 { 519 {
612 success = 1; 520 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 } 522 }
615 523
524 if (digest_types [tmp->type])
525 {
616 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
617 { 527 {
618 success = 1; 528 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 } 530 }
621 531
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
623 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
624 success = 1; 535 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 } 537 }
627 538
628 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
630 { 541 {
631 success = 1; 542 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 } 544 }
634 545
635 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
636 { 547 {
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 565 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
684 592
685void 593void
686object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
698 { 606 {
699 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
700 608
701 if (!tmp) 609 if (!tmp)
702 { 610 {
703 tmp = arch_to_object (at); 611 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
706 } 614 }
707 } 615 }
708 616
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
716 * via an applied bad_luck object. 624 * via an applied bad_luck object.
717 */ 625 */
718void 626void
719object::change_luck (int value) 627object::change_luck (int value)
720{ 628{
721 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 636 if (!tmp)
729 { 637 {
730 if (!value) 638 if (!value)
731 return; 639 return;
732 640
733 tmp = arch_to_object (at); 641 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
736 } 644 }
737 645
738 if (value) 646 if (value)
739 { 647 {
740 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
755 return; 663 return;
756 664
757 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
759 */ 667 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 669 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 671
764 stats.luck += diff; 672 stats.luck += diff;
765 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 681 */
774void 682void
775object::remove_statbonus () 683object::remove_statbonus ()
776{ 684{
777 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 686 {
779 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 690 }
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} 691}
793 692
794/* 693/*
795 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 695 */
797void 696void
798object::add_statbonus () 697object::add_statbonus ()
799{ 698{
800 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 700 {
802 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 704 }
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} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
816 720
817/* 721/*
818 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
823 */ 727 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
827 */ 730 */
828
829void 731void
830object::update_stats () 732object::update_stats ()
831{ 733{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 743
840 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 745 if (type == PLAYER)
842 { 746 {
747 contr->delayed_update = false;
748
843 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
845 751
846 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 753 contr->encumbrance = 0;
848 754
849 attacktype = 0; 755 attacktype = 0;
756
850 contr->digestion = 0; 757 contr->digestion = 0;
851 contr->gen_hp = 0; 758 contr->gen_hp = 0;
852 contr->gen_sp = 0; 759 contr->gen_sp = 0;
853 contr->gen_grace = 0; 760 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 762 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 } 763 }
866 764
867 memcpy (body_used, body_info, sizeof (body_info)); 765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
868 767
869 slaying = 0; 768 slaying = 0;
870 769
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
872 {
873 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
876 775
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
880 779
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
885 784
886 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
891 chosen_skill = NULL;
892 790
893 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
894 * archetype clone 792 * archetype clone
895 */ 793 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
897 795
898 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
899 { 797 {
900 if (resist[i] > 0) 798 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
902 else 800 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
904 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
905 } 804 }
906 805
907 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
909 808
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * 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, 812 * 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 813 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 814 * that their protection from physical goes down
916 */ 815 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
918 { 817 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 820 }
922 else 821 else
923 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
924 823
925 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
927 828
928 /* OK - we've reset most all the objects attributes to sane values. 829 /* 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. 830 * now go through and make adjustments for what the player has equipped.
930 */ 831 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
933 { 833 {
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 834 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 836 * then calls this function.
943 */ 837 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
945 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
946 842
947 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
949 { 845 {
950 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
963 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 860 grace_obj = tmp;
965 } 861 }
966 } 862 }
967 863
968 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 865 * objects need to make adjustments.
970 * This block should handle all player specific changes 866 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 867 * 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. 868 * 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, 869 * 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 870 * because the skill shouldn't count against body positions being used
975 * up, etc. 871 * up, etc.
976 */ 872 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 878 {
980 if (type == PLAYER) 879 if (type == PLAYER)
981 { 880 {
982 if (tmp->type == BOW) 881 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 882
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++) 883 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 884 stat_sum [i] += tmp->stats.stat (i);
990 885
991 /* these are the items that currently can change digestion, regeneration, 886 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 { 887 {
1004 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
1006 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 894 }
1011 } /* if this is a player */ 895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
1012 901
1013 /* Update slots used for items */ 902 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 905 slot[i].used += tmp->slot[i].info;
1017 906
1018 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 908 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 909
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
1030 if (tmp->type != POTION) 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
1031 { 927 {
1032 for (i = 0; i < NROFATTACKS; i++) 928 attacktype |= tmp->attacktype;
1033 { 929 path_attuned |= tmp->path_attuned;
1034 /* Potential for cursed potions, in which case we just can use 930 path_repelled |= tmp->path_repelled;
1035 * a straight MAX, as potion_resist is initialised to zero. 931 path_denied |= tmp->path_denied;
1036 */ 932 move_type |= tmp->move_type;
1037 if (tmp->type == POTION_EFFECT) 933 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 } 934 }
1050 935
1051 /* There may be other things that should not adjust the attacktype */ 936 flag |= tmp->flag & copy_flags;
1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 attacktype |= tmp->attacktype;
1054 937
1055 path_attuned |= tmp->path_attuned; 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1056 path_repelled |= tmp->path_repelled; 939 this->set_flag (FLAG_UNDEAD);
1057 path_denied |= tmp->path_denied;
1058 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type;
1060 940
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 941 //TODO: copy_flags?
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 942 if (tmp->flag [FLAG_MAKE_INVIS])
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))
1070 SET_FLAG (this, FLAG_UNDEAD);
1071
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 943 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1075 invisible = 1; 945 invisible = 1;
1076 } 946 }
1077 947
1078 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 949 {
1080 if (tmp->stats.exp > 0) 950 if (tmp->stats.exp > 0)
1081 { 951 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 952 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 954 }
1085 else 955 else
1086 added_speed += (float) tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1087 } 957 }
1088 958
1089 switch (tmp->type) 959 switch (tmp->type)
1090 { 960 {
1091 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */
1093 case SKILL: 961 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1095 break; 965 break;
1096 966
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 967 if (chosen_skill)
968 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
1102 971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
1103 chosen_skill = tmp; 977 chosen_skill = tmp;
1104 978
1105 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1109 983
1110 if (weapon_speed < 0)
1111 weapon_speed = 0;
1112
1113 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 986
1116 if (tmp->magic) 987 if (tmp->magic)
1117 stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1118 } 989 }
1119 990
1120 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 992 wc -= tmp->stats.wc + tmp->magic;
1122 993
1123 if (tmp->slaying != NULL) 994 if (tmp->slaying)
1124 slaying = tmp->slaying; 995 slaying = tmp->slaying;
1125 996
1126 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 998 ac -= tmp->stats.ac + tmp->magic;
1128 999
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1002 }
1136 1003
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; 1004 break;
1146 1005
1147 case SHIELD: 1006 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1150 case RING: 1010 case RING:
1151 case AMULET: 1011 case AMULET:
1152 case GIRDLE: 1012 case GIRDLE:
1153 case HELMET: 1013 case HELMET:
1154 case BOOTS: 1014 case BOOTS:
1155 case GLOVES: 1015 case GLOVES:
1156 case CLOAK: 1016 case CLOAK:
1157 if (tmp->stats.wc) 1017 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1018 wc -= tmp->stats.wc + tmp->magic;
1159 1019
1160 if (tmp->stats.dam) 1020 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1021 stats.dam += tmp->stats.dam + tmp->magic;
1162 1022
1163 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1024 ac -= tmp->stats.ac + tmp->magic;
1165 1025
1166 break; 1026 break;
1167 1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1033 case BOW:
1168 case WEAPON: 1034 case WEAPON:
1169 wc -= (tmp->stats.wc + tmp->magic); 1035 wc -= tmp->stats.wc + tmp->magic;
1170 1036
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1038 ac -= tmp->stats.ac + tmp->magic;
1173 1039
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1040 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1043
1178 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1179 weapon_speed = 0; 1045 weapon_speed = 0;
1180 1046
1181 slaying = tmp->slaying; 1047 slaying = tmp->slaying;
1048
1182 /* If there is desire that two handed weapons should do 1049 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1050 * extra strength damage, this is where the code should
1184 * go. 1051 * go.
1185 */ 1052 */
1186 current_weapon = tmp; 1053
1054 if (type == PLAYER)
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1055 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1056 contr->encumbrance += tmp->weight * 3 / 1000;
1189 1057
1190 break; 1058 break;
1191 1059
1192 case ARMOUR: /* Only the best of these three are used: */ 1060 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1062 contr->encumbrance += tmp->weight / 1000;
1195 1063
1196 case BRACERS: 1064 case BRACERS:
1197 case FORCE: 1065 case FORCE:
1198 if (tmp->stats.wc) 1066 if (tmp->stats.wc)
1199 { 1067 {
1216 else /* To nullify the below effect */ 1084 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic; 1085 ac += tmp->stats.ac + tmp->magic;
1218 } 1086 }
1219 1087
1220 if (tmp->stats.wc) 1088 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1222 1090
1223 if (tmp->stats.ac) 1091 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1092 ac -= tmp->stats.ac + tmp->magic;
1225 1093
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1094 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1096
1229 break; 1097 break;
1230 } /* switch tmp->type */ 1098 } /* switch tmp->type */
1231 } /* item is equipped */ 1099 } /* item is equipped */
1232 } /* for loop of items */ 1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1233 1103
1234 /* We've gone through all the objects the player has equipped. For many things, we 1104 /* 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. 1105 * have generated intermediate values which we now need to assign.
1236 */ 1106 */
1237 1107
1239 * If there is an uncursed potion in effect, granting more protection 1109 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1110 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1111 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1112 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1113 */
1244 for (i = 0; i < NROFATTACKS; i++) 1114 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1115 {
1246 resist[i] = prot[i] - vuln[i]; 1116 resist[i] = prot[i] - vuln[i];
1247 1117
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1249 resist[i] = potion_resist[i]; 1120 resist[i] = potion_resist[i];
1250 } 1121 }
1251 1122
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1123 if (type == PLAYER)
1254 { 1124 {
1125 // clamp various player stats
1126 for (int i = 0; i < NUM_STATS; ++i)
1127 stats.stat (i) = stat_sum [i];
1128
1129 check_stat_bounds (&stats);
1130
1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132
1133 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1134 int pl_level;
1256 1135
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! */ 1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1262 1137
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1138 /* 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. 1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1140 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1141 stats.maxhp = 0;
1142 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1143 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1144 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1145
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1146 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1147 if (con_bonus[stats.Con] > 0)
1273 j++; 1148 j++;
1274 else 1149 else
1275 j--; 1150 j--;
1276 }
1277 1151
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1152 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1153 }
1280 1154
1281 for (i = 11; i <= level; i++) 1155 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1156
1284 if (stats.hp > stats.maxhp) 1157 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1158 stats.hp = stats.maxhp;
1286 1159
1287 /* Sp gain is controlled by the level of the player's 1160 /* Sp gain is controlled by the level of the player's
1300 1173
1301 if (mana_obj == this && type == PLAYER) 1174 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1175 stats.maxsp = 1;
1303 else 1176 else
1304 { 1177 {
1305 sp_tmp = 0.0; 1178 float sp_tmp = 0.f;
1306 1179
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1180 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1181 {
1309 float stmp; 1182 float stmp;
1310 1183
1311 /* Got some extra bonus at first level */ 1184 /* Got some extra bonus at first level */
1312 if (i < 2) 1185 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1187 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1188 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1189
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1190 sp_tmp += max (1.f, stmp);
1321 } 1191 }
1322 1192
1323 stats.maxsp = (int) sp_tmp; 1193 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 } 1194 }
1195
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1196 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1197 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1198
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1199 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1200 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1201 grace_obj = this;
1335 1202
1340 /* store grace in a float - this way, the divisions below don't create 1207 /* 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 1208 * 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 1209 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1210 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1211 */
1345 sp_tmp = 0.0; 1212 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1213
1214 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1215 {
1348 float grace_tmp = 0.0; 1216 float grace_tmp = 0.f;
1349 1217
1350 /* Got some extra bonus at first level */ 1218 /* Got some extra bonus at first level */
1351 if (i < 2) 1219 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1220 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 1221 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1222 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1223
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1224 sp_tmp += max (1.f, grace_tmp);
1362 } 1225 }
1363 1226
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1227 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1228 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1229 }
1230
1370 /* No limit on grace vs maxgrace */ 1231 /* No limit on grace vs maxgrace */
1371 1232
1372 if (contr->braced) 1233 if (contr->braced)
1373 { 1234 {
1374 ac += 2; 1235 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1247 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1248 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1249 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1250 * monster bonus the same as before. -b.t.
1390 */ 1251 */
1252 object *wc_obj = chosen_skill;
1391 1253
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1254 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1255 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1256 wc -= wc_obj->level + thaco_bonus[stats.Str];
1257
1395 for (i = 1; i < wc_obj->level; i++) 1258 for (int i = 1; i < wc_obj->level; i++)
1396 { 1259 {
1397 /* addtional wc every 6 levels */ 1260 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1261 if (!(i % 6))
1399 wc--; 1262 wc--;
1263
1400 /* addtional dam every 4 levels. */ 1264 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1265 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1266 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1267 }
1404 } 1268 }
1405 else 1269 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1270 wc -= level + thaco_bonus[stats.Str];
1407 1271
1408 stats.dam += dam_bonus[stats.Str]; 1272 stats.dam += dam_bonus[stats.Str];
1409 1273
1410 if (stats.dam < 1) 1274 if (stats.dam < 1)
1411 stats.dam = 1; 1275 stats.dam = 1;
1412 1276
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1277 speed = 1.f + speed_bonus[stats.Dex];
1414 1278
1415 if (settings.search_items && contr->search_str[0]) 1279 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1280 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1281 } /* End if player */
1422 1282
1423 if (added_speed >= 0) 1283 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1284 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1285 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1286 speed /= 1.f - added_speed;
1427 1287
1428 /* Max is determined by armour */ 1288 /* Max is determined by armour */
1429 if (speed > max) 1289 speed = min (speed, max_speed);
1430 speed = max;
1431 1290
1432 if (type == PLAYER) 1291 if (type == PLAYER)
1433 { 1292 {
1434 /* f is a number the represents the number of kg above (positive num) 1293 /* 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 1294 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1295 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1296 * much above he is, and what is max carry is
1438 */ 1297 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1298 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1299 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1300 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1301 }
1443 1302
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1303 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 speed *= speed_reduce_from_disease;
1445 1305
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1306 /* 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. 1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1308 */
1449 speed = speed * speed_reduce_from_disease; 1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1450 1310
1451 if (speed < 0.01 && type == PLAYER) 1311 if (speed != old_speed)
1452 speed = 0.01; 1312 set_speed (speed);
1453 1313
1454 if (type == PLAYER) 1314 if (type == PLAYER)
1455 { 1315 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1316 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1317 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1318 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1319 * that would just be a real pain to read.
1462 */ 1320 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1321 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1322 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1323 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1324 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1325 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1326 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1328 K *= (4 + level) * 1.2f / (6 + level);
1329
1470 if (K <= 0) 1330 if (K <= 0.01f)
1471 K = 0.01; 1331 K = 0.01f;
1472 S = speed / (K * s); 1332
1473 contr->weapon_sp = S; 1333 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1334 }
1475 1335
1476 /* I want to limit the power of small monsters with big weapons: */ 1336 /* 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) 1337 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1338 stats.dam = arch->stats.dam * 3;
1479 1339
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1340 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1341 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 1342
1498 /* if for some reason the creature doesn't have any move type, 1343 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1344 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1345 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1346 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1349 if (move_type == 0)
1505 move_type = MOVE_WALK; 1350 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1352 move_type &= ~MOVE_WALK;
1508 1353
1509 if (speed != old_speed) 1354 // now apply the new move_type
1510 set_speed (speed); 1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1511 1357
1512 /* It is quite possible that a player's spell costing might have changed, 1358 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1359 * so we will check that now.
1514 */ 1360 */
1515 if (type == PLAYER) 1361 if (is_player ())
1362 contr->update_spells ();
1363
1364 // update the mapspace, if we are on a map
1365 if (!flag [FLAG_REMOVED] && map)
1366 map->at (x, y).flags_ = 0;
1367}
1368
1369void
1370object::set_glow_radius (sint8 rad)
1371{
1372 glow_radius = rad;
1373
1374 if (is_on_map ())
1375 update_all_los (map, x, y);
1376 else if (object *env = outer_env ())
1516 { 1377 {
1517 esrv_update_stats (contr); 1378 env->update_stats ();
1518 esrv_update_spells (contr); 1379
1380 if (env->is_on_map ())
1381 update_all_los (env->map, env->x, env->y);
1519 } 1382 }
1520} 1383}
1521 1384
1522/* 1385/*
1523 * Returns true if the given player is a legal class. 1386 * Returns true if the given player is a legal class.
1527 * false otherwise. 1390 * false otherwise.
1528 */ 1391 */
1529int 1392int
1530allowed_class (const object *op) 1393allowed_class (const object *op)
1531{ 1394{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1395 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1396 && op->stats.Str > 0
1397 && op->stats.Con > 0
1398 && op->stats.Int > 0
1399 && op->stats.Wis > 0
1400 && op->stats.Pow > 0
1401 && op->stats.Cha > 0;
1534} 1402}
1535 1403
1536/* 1404/*
1537 * set the new dragon name after gaining levels or 1405 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1406 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation) 1407 * 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 */ 1408 */
1546void 1409void
1547set_dragon_name (object *pl, const object *abil, const object *skin) 1410set_dragon_name (object *pl, const object *abil, const object *skin)
1548{ 1411{
1549 int atnr = -1; /* attacknumber of highest level */ 1412 int atnr = -1; /* attacknumber of highest level */
1567 /* now if there are equals at highest level, pick the one with focus, 1430 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */ 1431 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp; 1433 atnr = abil->stats.exp;
1571 1434
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */ 1435 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1436 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]); 1437 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]); 1438 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]); 1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1585 else 1440 else
1586 { 1441 {
1587 /* special titles for extra high resistance! */ 1442 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1443 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]); 1444 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]); 1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1594 }
1595 } 1446 }
1596 1447
1597 strcpy (pl->contr->own_title, ""); 1448 strcpy (pl->contr->own_title, "");
1598} 1449}
1599 1450
1600/* 1451/*
1601 * This function is called when a dragon-player gains 1452 * This function is called when a dragon-player gains
1602 * an overall level. Here, the dragon might gain new abilities 1453 * an overall level. Here, the dragon might gain new abilities
1603 * or change the ability-focus. 1454 * or change the ability-focus.
1604 */ 1455 */
1605void 1456static void
1606dragon_level_gain (object *who) 1457dragon_level_gain (object *who)
1607{ 1458{
1608 object *abil = NULL; /* pointer to dragon ability force */ 1459 object *abil = NULL; /* pointer to dragon ability force */
1609 object *skin = NULL; /* pointer to dragon skin force */ 1460 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1461 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1462 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1463
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1464 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1465 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1466 if (tmp->type == FORCE)
1617 { 1467 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1468 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1469 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1470 skin = tmp;
1622 } 1471
1623 }
1624 /* if the force is missing -> bail out */ 1472 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1473 if (abil == NULL)
1626 return; 1474 return;
1627 1475
1628 /* The ability_force keeps track of maximum level ever achieved. 1476 /* The ability_force keeps track of maximum level ever achieved.
1669 object *skill_obj; 1517 object *skill_obj;
1670 1518
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj) 1520 if (!skill_obj)
1673 { 1521 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1675 return NULL; 1523 return NULL;
1676 } 1524 }
1525
1677 /* clear the flag - exp goes into this bucket, but player 1526 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1527 * still doesn't know it.
1679 */ 1528 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1530 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1531 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1532 op->insert (skill_obj);
1684 1533
1685 if (op->contr) 1534 if (player *pl = op->contr)
1686 { 1535 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 1536
1692 return skill_obj; 1537 return skill_obj;
1693} 1538}
1694
1695 1539
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1540/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1541 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1542 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1543 * don't really gain levels
1702 */ 1546 */
1703void 1547void
1704player_lvl_adj (object *who, object *op) 1548player_lvl_adj (object *who, object *op)
1705{ 1549{
1706 char buf[MAX_BUF]; 1550 char buf[MAX_BUF];
1551 bool changed = false;
1707 1552
1708 if (!op) /* when rolling stats */ 1553 if (!op) /* when rolling stats */
1709 op = who; 1554 op = who;
1710 1555
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1556 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1557 {
1558 changed = true;
1559
1713 op->level++; 1560 op->level++;
1714 1561
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1716 dragon_level_gain (who); 1563 dragon_level_gain (who);
1717 1564
1718 /* Only roll these if it is the player (who) that gained the level */ 1565 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1567 {
1721 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1568 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); 1569 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; 1570 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724 } 1571 }
1725 1572
1726 who->update_stats ();
1727 if (op->level > 1) 1573 if (op->level > 1)
1728 { 1574 {
1729 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1576 {
1577 who->contr->play_sound (sound_find ("skill_up"));
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 }
1731 else 1580 else
1581 {
1582 who->contr->play_sound (sound_find ("level_up"));
1732 sprintf (buf, "You are now level %d.", op->level); 1583 sprintf (buf, "You are now level %d.", op->level);
1584 }
1585
1733 if (who) 1586 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1587 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1588 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1589 }
1590
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1591 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1592 {
1593 changed = true;
1594
1740 op->level--; 1595 op->level--;
1741 who->update_stats (); 1596
1742 if (op->type != PLAYER) 1597 if (op->type != PLAYER)
1743 { 1598 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1599 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); 1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1601 }
1747 player_lvl_adj (who, op); /* To decrease more levels */
1748 } 1602 }
1749 1603
1750 /* check if the spell data has changed */ 1604 if (changed)
1751 esrv_update_stats (who->contr); 1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1752 esrv_update_spells (who->contr);
1753} 1606}
1754 1607
1755/* 1608/*
1756 * Returns how much experience is needed for a player to become 1609 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level 1610 * the given level. level should really never exceed max_level
1758 */ 1611 */
1759 1612
1760sint64 1613sint64
1761level_exp (int level, double expmul) 1614level_exp (int level, double expmul)
1762{ 1615{
1763 if (level > settings.max_level) 1616 return expmul * level_to_min_exp (level);
1764 return (sint64) (expmul * levels[settings.max_level]);
1765 return (sint64) (expmul * levels[level]);
1766} 1617}
1767 1618
1768/* 1619/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1620 * Ensure that the permanent experience requirements in an exp object are met.
1770 * This really just checks 'op to make sure the perm_exp value is within 1621 * This really just checks 'op to make sure the perm_exp value is within
1798 * NULL, in which case exp increases the players general 1649 * NULL, in which case exp increases the players general
1799 * total, but not any particular skill. 1650 * total, but not any particular skill.
1800 * flag is what to do if the player doesn't have the skill: 1651 * flag is what to do if the player doesn't have the skill:
1801 */ 1652 */
1802static void 1653static void
1803add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1654add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1804{ 1655{
1805 object *skill_obj = NULL; 1656 object *skill_obj;
1806 sint64 limit, exp_to_add; 1657 sint64 limit, exp_to_add;
1807 int i; 1658 int i;
1808 1659
1809 /* prevents some forms of abuse. */ 1660 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1661 if (op->contr->braced)
1811 exp = exp / 5; 1662 exp /= 5;
1812 1663
1813 /* Try to find the matching skill. 1664 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1665 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1666 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1667 * the players inventory.
1817 */ 1668 */
1669 skill_obj = 0;
1670
1818 if (skill_name) 1671 if (skill_name)
1819 { 1672 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1673 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 1674
1831 /* Player doesn't have the skill. Check to see what to do, and give 1675 /* Player doesn't have the skill. Check to see what to do, and give
1832 * it to the player if necessary 1676 * it to the player if necessary
1833 */ 1677 */
1834 if (!skill_obj) 1678 if (!skill_obj)
1835 { 1679 {
1836 if (flag == SK_EXP_NONE) 1680 if (flag == SK_EXP_NONE)
1837 return; 1681 return;
1682
1838 else if (flag == SK_EXP_ADD_SKILL) 1683 if (flag == SK_EXP_ADD_SKILL)
1839 give_skill_by_name (op, skill_name); 1684 skill_obj = give_skill_by_name (op, skill_name);
1840 }
1841 } 1685 }
1842 } 1686 }
1843 1687
1844 if (flag != SK_EXP_SKILL_ONLY) 1688 if (flag != SK_EXP_SKILL_ONLY)
1845 { 1689 {
1846 /* Basically, you can never gain more experience in one shot 1690 /* Basically, you can never gain more experience in one shot
1847 * than half what you need to gain for next level. 1691 * than half what you need to gain for next level.
1848 */ 1692 */
1849 exp_to_add = exp; 1693 exp_to_add = exp;
1850 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1851 if (exp_to_add > limit) 1695 if (exp_to_add > limit)
1852 exp_to_add = limit; 1696 exp_to_add = limit;
1853 1697
1854 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1855 if (settings.permanent_exp_ratio) 1699 if (settings.permanent_exp_ratio)
1862 } 1706 }
1863 1707
1864 if (skill_obj) 1708 if (skill_obj)
1865 { 1709 {
1866 exp_to_add = exp; 1710 exp_to_add = exp;
1867 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1868 if (exp_to_add > limit) 1712 if (exp_to_add > limit)
1869 exp_to_add = limit; 1713 exp_to_add = limit;
1870 1714
1871 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1872 if (settings.permanent_exp_ratio) 1716 if (settings.permanent_exp_ratio)
1878 player_lvl_adj (op, skill_obj); 1722 player_lvl_adj (op, skill_obj);
1879 } 1723 }
1880} 1724}
1881 1725
1882/* This function checks to make sure that object 'op' can 1726/* This function checks to make sure that object 'op' can
1883 * lost 'exp' experience. It returns the amount of exp 1727 * lose 'exp' experience. It returns the amount of exp
1884 * object 'op' can in fact lose - it basically makes 1728 * object 'op' can in fact lose - it basically makes
1885 * adjustments based on permanent exp and the like. 1729 * adjustments based on permanent exp and the like.
1886 * This function should always be used for losing experience - 1730 * This function should always be used for losing experience -
1887 * the 'exp' value passed should be positive - this is the 1731 * the 'exp' value passed should be positive - this is the
1888 * amount that should get subtract from the player. 1732 * amount that should get subtract from the player.
1889 */ 1733 */
1890sint64 1734static sint64
1891check_exp_loss (const object *op, sint64 exp) 1735check_exp_loss (const object *op, sint64 exp)
1892{ 1736{
1893 sint64 del_exp; 1737 sint64 del_exp;
1894 1738
1895 if (exp > op->stats.exp) 1739 if (exp > op->stats.exp)
1896 exp = op->stats.exp; 1740 exp = op->stats.exp;
1741
1897 if (settings.permanent_exp_ratio) 1742 if (settings.permanent_exp_ratio)
1898 { 1743 {
1899 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745
1900 if (del_exp < 0) 1746 if (del_exp < 0)
1901 del_exp = 0; 1747 del_exp = 0;
1748
1902 if (exp > del_exp) 1749 if (exp > del_exp)
1903 exp = del_exp; 1750 exp = del_exp;
1904 } 1751 }
1752
1905 return exp; 1753 return exp;
1906} 1754}
1907 1755
1908sint64 1756sint64
1909check_exp_adjust (const object *op, sint64 exp) 1757check_exp_adjust (const object *op, sint64 exp)
1910{ 1758{
1911 if (exp < 0) 1759 if (exp < 0)
1912 return check_exp_loss (op, exp); 1760 return check_exp_loss (op, exp);
1913 else 1761 else
1914 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1915} 1763}
1916
1917 1764
1918/* Subtracts experience from player. 1765/* Subtracts experience from player.
1919 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1920 * only subtract from the matching skill. Otherwise, 1767 * only subtract from the matching skill. Otherwise,
1921 * this subtracts a portion from all 1768 * this subtracts a portion from all
1926 * where everything is at the minimum perm exp, he would lose nothing. 1773 * where everything is at the minimum perm exp, he would lose nothing.
1927 * exp is the amount of exp to subtract - thus, it should be 1774 * exp is the amount of exp to subtract - thus, it should be
1928 * a postive number. 1775 * a postive number.
1929 */ 1776 */
1930static void 1777static void
1931subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1778subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1932{ 1779{
1933 float fraction = (float) exp / (float) op->stats.exp; 1780 float fraction = (float) exp / (float) op->stats.exp;
1934 object *tmp; 1781 object *tmp;
1935 sint64 del_exp; 1782 sint64 del_exp;
1936 1783
1937 for (tmp = op->inv; tmp; tmp = tmp->below) 1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->type == SKILL && tmp->stats.exp) 1785 if (tmp->type == SKILL && tmp->stats.exp)
1939 { 1786 {
1940 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1941 { 1788 {
1942 del_exp = check_exp_loss (tmp, exp); 1789 del_exp = check_exp_loss (tmp, exp);
1943 tmp->stats.exp -= del_exp; 1790 tmp->stats.exp -= del_exp;
1944 player_lvl_adj (op, tmp); 1791 player_lvl_adj (op, tmp);
1945 } 1792 }
1946 else if (flag != SK_SUBTRACT_SKILL_EXP) 1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1947 { 1794 {
1948 /* only want to process other skills if we are not trying 1795 /* only want to process other skills if we are not trying
1949 * to match a specific skill. 1796 * to match a specific skill.
1950 */ 1797 */
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1952 tmp->stats.exp -= del_exp; 1799 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1800 player_lvl_adj (op, tmp);
1954 } 1801 }
1955 } 1802 }
1803
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1804 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1805 {
1958 del_exp = check_exp_loss (op, exp); 1806 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1807 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1808 player_lvl_adj (op, NULL);
1961 } 1809 }
1962} 1810}
1963
1964
1965 1811
1966/* change_exp() - changes experience to a player/monster. This 1812/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1813 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1814 *
1969 * The exp passed is typically not modified much by this function - 1815 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1816 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1817 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1818 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1819 * these last two values are only used for players.
1974 */ 1820 */
1975
1976void 1821void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1822change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1978{ 1823{
1979
1980#ifdef EXP_DEBUG 1824#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1826#endif
1983 1827
1984 /* safety */ 1828 /* safety */
2000 * worth. 1844 * worth.
2001 */ 1845 */
2002 if (op->type != PLAYER) 1846 if (op->type != PLAYER)
2003 { 1847 {
2004 /* Sanity check */ 1848 /* Sanity check */
2005 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1849 if (!op->flag [FLAG_ALIVE])
2006 return; 1850 return;
2007 1851
2008 /* reset exp to max allowed value. We subtract from 1852 /* reset exp to max allowed value. We subtract from
2009 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2010 * more than max exp, just return. 1854 * more than max exp, just return.
2025 else 1869 else
2026 /* note that when you lose exp, it doesn't go against 1870 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1871 * a particular skill, so we don't need to pass that
2028 * along. 1872 * along.
2029 */ 1873 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1874 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1875 }
2033} 1876}
2034 1877
2035/* Applies a death penalty experience, the size of this is defined by the 1878/* 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 1879 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1880 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1881 */
2039
2040void 1882void
2041apply_death_exp_penalty (object *op) 1883apply_death_exp_penalty (object *op)
2042{ 1884{
2043 object *tmp;
2044 sint64 loss; 1885 sint64 loss;
2045 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2046 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2047 1888
2048 for (tmp = op->inv; tmp; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2049 if (tmp->type == SKILL && tmp->stats.exp) 1890 if (tmp->type == SKILL && tmp->stats.exp)
2050 { 1891 {
2051
2052 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1892 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)]; 1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2054 1894
2055 /* With the revised exp system, you can get cases where 1895 /* With the revised exp system, you can get cases where
2056 * losing several levels would still require that you have more 1896 * losing several levels would still require that you have more
2057 * exp than you currently have - this is true if the levels 1897 * exp than you currently have - this is true if the levels
2058 * tables is a lot harder. 1898 * tables is a lot harder.
2059 */ 1899 */
2060 if (level_loss < 0) 1900 if (level_loss < 0)
2061 level_loss = 0; 1901 level_loss = 0;
2062 1902
2063 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2064 1904
2065 tmp->stats.exp -= loss; 1905 tmp->stats.exp -= loss;
2066 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
2067 } 1907 }
2068 1908
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1909 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)]; 1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1911
2071 if (level_loss < 0) 1912 if (level_loss < 0)
2072 level_loss = 0; 1913 level_loss = 0;
1914
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2074 1916
2075 op->stats.exp -= loss; 1917 op->stats.exp -= loss;
2076 player_lvl_adj (op, NULL); 1918 player_lvl_adj (op, NULL);
2077} 1919}
2078 1920

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