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Comparing deliantra/server/common/living.C (file contents):
Revision 1.36 by root, Tue Apr 24 12:32:14 2007 UTC vs.
Revision 1.130 by root, Mon Nov 12 10:32:18 2012 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012 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 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
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 */
34static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
37}; 36};
38 37
39/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 40 * advancement. -b.t.
42 */ 41 */
43static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
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
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};
236 233
237/* 234/*
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
270/*
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 (rndm (NUM_STATS)); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
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
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.
825 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
826 */ 730 */
827void 731void
828object::update_stats () 732object::update_stats ()
829{ 733{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 744
838 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 746 if (type == PLAYER)
840 { 747 {
748 contr->delayed_update = false;
749
841 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
843 752
844 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 754 contr->encumbrance = 0;
846 755
847 attacktype = 0; 756 attacktype = 0;
757
848 contr->digestion = 0; 758 contr->digestion = 0;
849 contr->gen_hp = 0; 759 contr->gen_hp = 0;
850 contr->gen_sp = 0; 760 contr->gen_sp = 0;
851 contr->gen_grace = 0; 761 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 763 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 } 764 }
864 765
865 memcpy (body_used, body_info, sizeof (body_info)); 766 for (int i = NUM_BODY_LOCATIONS; i--; )
767 slot[i].used = slot[i].info;
866 768
867 slaying = 0; 769 slaying = 0;
868 770
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
874 776
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
878 780
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
883 785
884 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
889 chosen_skill = NULL;
890 791
891 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
892 * archetype clone 793 * archetype clone
893 */ 794 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
895 796
896 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
897 { 798 {
898 if (resist[i] > 0) 799 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
900 else 801 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
803
902 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
903 } 805 }
904 806
905 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
907 809
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 815 * that their protection from physical goes down
914 */ 816 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
916 { 818 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 821 }
920 else 822 else
921 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
922 824
923 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
925 829
926 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
928 */ 832 */
929 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
930 { 834 {
931 /* See note in map.c:update_position about making this additive
932 * since light sources are never applied, need to put check here.
933 */
934 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius;
936
937 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 836 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 837 * then calls this function.
940 */ 838 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
942 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
943 843
944 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
945 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
946 { 846 {
947 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
960 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp; 861 grace_obj = tmp;
962 } 862 }
963 } 863 }
964 864
965 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
966 * objects need to make adjustments. 866 * objects need to make adjustments.
967 * This block should handle all player specific changes 867 * This block should handle all player specific changes
968 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
969 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
972 * up, etc. 872 * up, etc.
973 */ 873 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
976 { 879 {
977 if (type == PLAYER) 880 if (type == PLAYER)
978 { 881 {
979 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
980 contr->ranges[range_bow] = tmp;
981 883
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 contr->ranges[range_misc] = tmp;
984
985 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
987 886
988 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
989 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array.
991 */
992 if ((tmp->type == WEAPON) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 (tmp->type == SKILL))
1000 { 888 {
1001 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1003 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power;
1007 } 895 }
1008 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1009 902
1010 /* Update slots used for items */ 903 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1014 907
1015 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021 910
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
1027 if (tmp->type != POTION) 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1028 { 928 {
1029 for (i = 0; i < NROFATTACKS; i++) 929 attacktype |= tmp->attacktype;
1030 { 930 path_attuned |= tmp->path_attuned;
1031 /* Potential for cursed potions, in which case we just can use 931 path_repelled |= tmp->path_repelled;
1032 * a straight MAX, as potion_resist is initialised to zero. 932 path_denied |= tmp->path_denied;
1033 */ 933 move_type |= tmp->move_type;
1034 if (tmp->type == POTION_EFFECT) 934 stats.luck += tmp->stats.luck;
1035 {
1036 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038 else
1039 potion_resist[i] = tmp->resist[i];
1040 }
1041 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1043 else if (tmp->resist[i] < 0)
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 }
1046 } 935 }
1047 936
1048 /* There may be other things that should not adjust the attacktype */ 937 flag |= tmp->flag & copy_flags;
1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1050 attacktype |= tmp->attacktype;
1051 938
1052 path_attuned |= tmp->path_attuned; 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1053 path_repelled |= tmp->path_repelled; 940 this->set_flag (FLAG_UNDEAD);
1054 path_denied |= tmp->path_denied;
1055 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type;
1057 941
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 942 //TODO: copy_flags?
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 943 if (tmp->flag [FLAG_MAKE_INVIS])
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1065
1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1067 SET_FLAG (this, FLAG_UNDEAD);
1068
1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 { 944 {
1071 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1072 invisible = 1; 946 invisible = 1;
1073 } 947 }
1074 948
1075 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 950 {
1077 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1078 { 952 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 955 }
1082 else 956 else
1083 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1084 } 958 }
1085 959
1086 switch (tmp->type) 960 switch (tmp->type)
1087 { 961 {
1088 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */
1090 case SKILL: 962 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1092 break; 966 break;
1093 967
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill) 968 if (chosen_skill)
969 {
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1099 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1100 chosen_skill = tmp; 978 chosen_skill = tmp;
1101 979
1102 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1106 984
1107 if (weapon_speed < 0)
1108 weapon_speed = 0;
1109
1110 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1112 987
1113 if (tmp->magic) 988 if (tmp->magic)
1114 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1115 } 990 }
1116 991
1117 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1119 994
1120 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1121 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1122 997
1123 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1125 1000
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break; 1003 }
1133 1004
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1005 break;
1143 1006
1144 case SHIELD: 1007 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1147 case RING: 1011 case RING:
1148 case AMULET: 1012 case AMULET:
1149 case GIRDLE: 1013 case GIRDLE:
1150 case HELMET: 1014 case HELMET:
1151 case BOOTS: 1015 case BOOTS:
1152 case GLOVES: 1016 case GLOVES:
1153 case CLOAK: 1017 case CLOAK:
1154 if (tmp->stats.wc) 1018 if (tmp->stats.wc)
1155 wc -= (tmp->stats.wc + tmp->magic); 1019 wc -= tmp->stats.wc + tmp->magic;
1156 1020
1157 if (tmp->stats.dam) 1021 if (tmp->stats.dam)
1158 stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1159 1023
1160 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1161 ac -= (tmp->stats.ac + tmp->magic); 1025 ac -= tmp->stats.ac + tmp->magic;
1162 1026
1163 break; 1027 break;
1164 1028
1029 case RANGED:
1030 case BOW:
1165 case WEAPON: 1031 case WEAPON:
1166 wc -= (tmp->stats.wc + tmp->magic); 1032 wc -= tmp->stats.wc + tmp->magic;
1167 1033
1168 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1169 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1170 1036
1171 stats.dam += (tmp->stats.dam + tmp->magic); 1037 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1174 1040
1175 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1176 weapon_speed = 0; 1042 weapon_speed = 0;
1177 1043
1178 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1045
1179 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1181 * go. 1048 * go.
1182 */ 1049 */
1183 current_weapon = tmp; 1050
1051 if (type == PLAYER)
1184 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1052 if (settings.spell_encumbrance)
1185 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1186 1054
1187 break; 1055 break;
1188 1056
1189 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 contr->encumbrance += (int) tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1192 1060
1193 case BRACERS: 1061 case BRACERS:
1194 case FORCE: 1062 case FORCE:
1195 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1196 { 1064 {
1213 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1214 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1215 } 1083 }
1216 1084
1217 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1219 1087
1220 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1221 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1222 1090
1223 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1091 if (ARMOUR_SPEED (tmp))
1224 max = ARMOUR_SPEED (tmp) / 10.0; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1225 1093
1226 break; 1094 break;
1227 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1228 } /* item is equipped */ 1096 } /* item is equipped */
1229 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1230 1100
1231 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1232 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1233 */ 1103 */
1234 1104
1236 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1237 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1238 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1239 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1240 */ 1110 */
1241 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1242 { 1112 {
1243 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1244 1114
1245 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1246 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1247 } 1118 }
1248 1119
1249 /* Figure out the players sp/mana/hp totals. */
1250 if (type == PLAYER) 1120 if (type == PLAYER)
1251 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1252 int pl_level; 1131 int pl_level;
1253 1132
1254 check_stat_bounds (&(stats));
1255 pl_level = level;
1256
1257 if (pl_level < 1)
1258 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1259 1134
1260 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1261 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1262 */ 1137 */
1263 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1264 { 1140 {
1265 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1266 1142
1267 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1270 j++; 1145 j++;
1271 else 1146 else
1272 j--; 1147 j--;
1273 }
1274 1148
1275 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1276 } 1150 }
1277 1151
1278 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1279 stats.maxhp += 2;
1280 1153
1281 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1282 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1283 1156
1284 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1297 1170
1298 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1299 stats.maxsp = 1; 1172 stats.maxsp = 1;
1300 else 1173 else
1301 { 1174 {
1302 sp_tmp = 0.0; 1175 float sp_tmp = 0.f;
1303 1176
1304 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1305 { 1178 {
1306 float stmp; 1179 float stmp;
1307 1180
1308 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1309 if (i < 2) 1182 if (i < 2)
1310 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1311 else 1184 else
1312 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1313 1186
1314 if (stmp < 1.0)
1315 stmp = 1.0;
1316
1317 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1318 } 1188 }
1319 1189
1320 stats.maxsp = (int) sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1321
1322 for (i = 11; i <= mana_obj->level; i++)
1323 stats.maxsp += 2;
1324 } 1191 }
1192
1325 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1326 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1327 stats.sp = stats.maxsp * 2;
1328 1195
1329 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1330 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1331 grace_obj = this; 1198 grace_obj = this;
1332 1199
1337 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1338 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1339 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1340 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1341 */ 1208 */
1342 sp_tmp = 0.0; 1209 float sp_tmp = 0.f;
1343 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1344 { 1212 {
1345 float grace_tmp = 0.0; 1213 float grace_tmp = 0.f;
1346 1214
1347 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1348 if (i < 2) 1216 if (i < 2)
1349 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1350 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1351 else 1218 else
1352 grace_tmp = (float) contr->levgrace[i]
1353 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1354 1220
1355 if (grace_tmp < 1.0)
1356 grace_tmp = 1.0;
1357
1358 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1359 } 1222 }
1360 1223
1361 stats.maxgrace = (int) sp_tmp;
1362
1363 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1364 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1365 stats.maxgrace += 2;
1366 } 1226 }
1227
1367 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1368 1229
1369 if (contr->braced) 1230 if (contr->braced)
1370 { 1231 {
1371 ac += 2; 1232 ac += 2;
1383 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1384 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1385 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1386 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1387 */ 1248 */
1249 object *wc_obj = chosen_skill;
1388 1250
1389 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1390 { 1252 {
1391 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1392 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1393 { 1256 {
1394 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1395 if (!(i % 6)) 1258 if (!(i % 6))
1396 wc--; 1259 wc--;
1260
1397 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1398 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1399 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1400 } 1264 }
1401 } 1265 }
1402 else 1266 else
1403 wc -= (level + thaco_bonus[stats.Str]); 1267 wc -= level + thaco_bonus[stats.Str];
1404 1268
1405 stats.dam += dam_bonus[stats.Str]; 1269 stats.dam += dam_bonus[stats.Str];
1406 1270
1407 if (stats.dam < 1) 1271 if (stats.dam < 1)
1408 stats.dam = 1; 1272 stats.dam = 1;
1409 1273
1410 speed = 1.0 + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1411 1275
1412 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1413 speed -= 1; 1277 speed -= 1;
1414
1415 if (attacktype == 0)
1416 attacktype = arch->clone.attacktype;
1417
1418 } /* End if player */ 1278 } /* End if player */
1419 1279
1420 if (added_speed >= 0) 1280 if (added_speed >= 0)
1421 speed += added_speed / 10.0; 1281 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1423 speed /= (float) (1.0 - added_speed); 1283 speed /= 1.f - added_speed;
1424 1284
1425 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1426 if (speed > max) 1286 speed = min (speed, max_speed);
1427 speed = max;
1428 1287
1429 if (type == PLAYER) 1288 if (type == PLAYER)
1430 { 1289 {
1431 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1435 */ 1294 */
1436 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1437 if (f > 0) 1296 if (f > 0.f)
1438 speed = speed / (1.0 + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1439 } 1298 }
1440 1299
1441 speed += bonus_speed / 10.0; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1442 1302
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1445 */ 1305 */
1446 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1447 1307
1448 if (speed < 0.01 && type == PLAYER) 1308 if (speed != old_speed)
1449 speed = 0.01; 1309 set_speed (speed);
1450 1310
1451 if (type == PLAYER) 1311 if (type == PLAYER)
1452 { 1312 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1315 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1459 */ 1317 */
1460 M = (max_carry[stats.Str] - 121) / 121.0; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[stats.Str] / 100.0; 1319 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1320 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1321 float s = (20 - weapon_speed) / 10.f;
1464 D = (stats.Dex - 14) / 14.0; 1322 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324
1466 K *= (4 + level) / (float) (6 + level) * 1.2; 1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1467 if (K <= 0) 1327 if (K <= 0.01f)
1468 K = 0.01; 1328 K = 0.01f;
1469 S = speed / (K * s); 1329
1470 contr->weapon_sp = S; 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1331 }
1472 1332
1473 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1474 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1475 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1476 1336
1477 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1478 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1479 * so its value is the same.
1480 */
1481 if (wc > 120)
1482 wc = 120;
1483 else if (wc < -120)
1484 wc = -120;
1485
1486 stats.wc = wc;
1487
1488 if (ac > 120)
1489 ac = 120;
1490 else if (ac < -120)
1491 ac = -120;
1492
1493 stats.ac = ac;
1494 1339
1495 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1496 * give them walking as a default. 1341 * give them walking as a default.
1497 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1498 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1501 if (move_type == 0) 1346 if (move_type == 0)
1502 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1503 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1504 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1505 1350
1506 if (speed != old_speed) 1351 // now apply the new move_type
1507 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1508 1354
1509 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1356 * so we will check that now.
1511 */ 1357 */
1512 if (type == PLAYER) 1358 if (is_player ())
1513 { 1359 contr->update_spells ();
1514 esrv_update_stats (contr);
1515 esrv_update_spells (contr);
1516 }
1517 1360
1518 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1519 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1520 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1521} 1380}
1522 1381
1523/* 1382/*
1524 * Returns true if the given player is a legal class. 1383 * Returns true if the given player is a legal class.
1525 * The function to add and remove class-bonuses to the stats doesn't 1384 * The function to add and remove class-bonuses to the stats doesn't
1528 * false otherwise. 1387 * false otherwise.
1529 */ 1388 */
1530int 1389int
1531allowed_class (const object *op) 1390allowed_class (const object *op)
1532{ 1391{
1533 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1392 return op->stats.Dex > 0
1534 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1393 && op->stats.Str > 0
1394 && op->stats.Con > 0
1395 && op->stats.Int > 0
1396 && op->stats.Wis > 0
1397 && op->stats.Pow > 0
1398 && op->stats.Cha > 0;
1535} 1399}
1536 1400
1537/* 1401/*
1538 * set the new dragon name after gaining levels or 1402 * set the new dragon name after gaining levels or
1539 * changing ability focus (later this can be extended to 1403 * changing ability focus (later this can be extended to
1540 * eventually change the player's face and animation) 1404 * eventually change the player's face and animation)
1541 *
1542 * Note that the title is written to 'own_title' in the
1543 * player struct. This should be changed to 'ext_title'
1544 * as soon as clients support this!
1545 * Please, anyone, write support for 'ext_title'.
1546 */ 1405 */
1547void 1406void
1548set_dragon_name (object *pl, const object *abil, const object *skin) 1407set_dragon_name (object *pl, const object *abil, const object *skin)
1549{ 1408{
1550 int atnr = -1; /* attacknumber of highest level */ 1409 int atnr = -1; /* attacknumber of highest level */
1568 /* now if there are equals at highest level, pick the one with focus, 1427 /* now if there are equals at highest level, pick the one with focus,
1569 or else at random */ 1428 or else at random */
1570 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1429 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1571 atnr = abil->stats.exp; 1430 atnr = abil->stats.exp;
1572 1431
1573 level = (int) (level / 5.);
1574
1575 /* now set the new title */ 1432 /* now set the new title */
1576 if (pl->contr != NULL)
1577 {
1578 if (level == 0)
1579 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1433 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1580 else if (level == 1)
1581 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1434 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1582 else if (level == 2)
1583 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1435 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1584 else if (level == 3)
1585 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1436 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1586 else 1437 else
1587 { 1438 {
1588 /* special titles for extra high resistance! */ 1439 /* special titles for extra high resistance! */
1589 if (skin->resist[atnr] > 80)
1590 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1440 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1591 else if (skin->resist[atnr] > 50)
1592 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1441 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1593 else
1594 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1442 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1595 }
1596 } 1443 }
1597 1444
1598 strcpy (pl->contr->own_title, ""); 1445 strcpy (pl->contr->own_title, "");
1599} 1446}
1600 1447
1601/* 1448/*
1602 * This function is called when a dragon-player gains 1449 * This function is called when a dragon-player gains
1603 * an overall level. Here, the dragon might gain new abilities 1450 * an overall level. Here, the dragon might gain new abilities
1604 * or change the ability-focus. 1451 * or change the ability-focus.
1605 */ 1452 */
1606void 1453static void
1607dragon_level_gain (object *who) 1454dragon_level_gain (object *who)
1608{ 1455{
1609 object *abil = NULL; /* pointer to dragon ability force */ 1456 object *abil = NULL; /* pointer to dragon ability force */
1610 object *skin = NULL; /* pointer to dragon skin force */ 1457 object *skin = NULL; /* pointer to dragon skin force */
1611 object *tmp = NULL; /* tmp. object */ 1458 object *tmp = NULL; /* tmp. object */
1612 char buf[MAX_BUF]; /* tmp. string buffer */ 1459 char buf[MAX_BUF]; /* tmp. string buffer */
1613 1460
1614 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1461 /* now grab the 'dragon_ability'-forces from the player's inventory */
1615 shstr_cmp dragon_ability_force ("dragon_ability_force");
1616 shstr_cmp dragon_skin_force ("dragon_skin_force");
1617
1618 for (tmp = who->inv; tmp; tmp = tmp->below) 1462 for (tmp = who->inv; tmp; tmp = tmp->below)
1619 if (tmp->type == FORCE) 1463 if (tmp->type == FORCE)
1620 if (tmp->arch->name == dragon_ability_force) 1464 if (tmp->arch->archname == shstr_dragon_ability_force)
1621 abil = tmp; 1465 abil = tmp;
1622 else if (tmp->arch->name == dragon_skin_force) 1466 else if (tmp->arch->archname == shstr_dragon_skin_force)
1623 skin = tmp; 1467 skin = tmp;
1624 1468
1625 /* if the force is missing -> bail out */ 1469 /* if the force is missing -> bail out */
1626 if (abil == NULL) 1470 if (abil == NULL)
1627 return; 1471 return;
1670 object *skill_obj; 1514 object *skill_obj;
1671 1515
1672 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1516 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1673 if (!skill_obj) 1517 if (!skill_obj)
1674 { 1518 {
1675 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1519 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1676 return NULL; 1520 return NULL;
1677 } 1521 }
1522
1678 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1679 * still doesn't know it. 1524 * still doesn't know it.
1680 */ 1525 */
1681 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1682 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1683 skill_obj->level = 1; 1528 skill_obj->level = 1;
1684 insert_ob_in_ob (skill_obj, op); 1529 op->insert (skill_obj);
1685 1530
1686 if (op->contr) 1531 if (player *pl = op->contr)
1687 { 1532 pl->link_skills ();
1688 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1689 if (op->contr->ns)
1690 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1691 }
1692 1533
1693 return skill_obj; 1534 return skill_obj;
1694} 1535}
1695
1696 1536
1697/* player_lvl_adj() - for the new exp system. we are concerned with 1537/* player_lvl_adj() - for the new exp system. we are concerned with
1698 * whether the player gets more hp, sp and new levels. 1538 * whether the player gets more hp, sp and new levels.
1699 * Note this this function should only be called for players. Monstes 1539 * Note this this function should only be called for players. Monstes
1700 * don't really gain levels 1540 * don't really gain levels
1703 */ 1543 */
1704void 1544void
1705player_lvl_adj (object *who, object *op) 1545player_lvl_adj (object *who, object *op)
1706{ 1546{
1707 char buf[MAX_BUF]; 1547 char buf[MAX_BUF];
1548 bool changed = false;
1708 1549
1709 if (!op) /* when rolling stats */ 1550 if (!op) /* when rolling stats */
1710 op = who; 1551 op = who;
1711 1552
1712 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1553 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1713 { 1554 {
1555 changed = true;
1556
1714 op->level++; 1557 op->level++;
1715 1558
1716 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1559 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1717 dragon_level_gain (who); 1560 dragon_level_gain (who);
1718 1561
1719 /* Only roll these if it is the player (who) that gained the level */ 1562 /* Only roll these if it is the player (who) that gained the level */
1720 if (op == who && (who->level < 11) && who->type == PLAYER) 1563 if (op == who && (who->level < 11) && who->type == PLAYER)
1721 { 1564 {
1722 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1565 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1723 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1566 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1724 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1567 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1725 } 1568 }
1726 1569
1727 who->update_stats ();
1728 if (op->level > 1) 1570 if (op->level > 1)
1729 { 1571 {
1730 if (op->type != PLAYER) 1572 if (op->type != PLAYER)
1573 {
1574 who->contr->play_sound (sound_find ("skill_up"));
1731 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1575 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1576 }
1732 else 1577 else
1578 {
1579 who->contr->play_sound (sound_find ("level_up"));
1733 sprintf (buf, "You are now level %d.", op->level); 1580 sprintf (buf, "You are now level %d.", op->level);
1581 }
1582
1734 if (who) 1583 if (who)
1735 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1584 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1736 } 1585 }
1737 player_lvl_adj (who, op); /* To increase more levels */
1738 } 1586 }
1587
1739 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1588 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1740 { 1589 {
1590 changed = true;
1591
1741 op->level--; 1592 op->level--;
1742 who->update_stats (); 1593
1743 if (op->type != PLAYER) 1594 if (op->type != PLAYER)
1744 { 1595 {
1745 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1596 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1746 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1597 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1747 } 1598 }
1748 player_lvl_adj (who, op); /* To decrease more levels */
1749 } 1599 }
1750 1600
1751 /* check if the spell data has changed */ 1601 if (changed)
1752 esrv_update_stats (who->contr); 1602 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1753 esrv_update_spells (who->contr);
1754} 1603}
1755 1604
1756/* 1605/*
1757 * Returns how much experience is needed for a player to become 1606 * Returns how much experience is needed for a player to become
1758 * the given level. level should really never exceed max_level 1607 * the given level. level should really never exceed max_level
1759 */ 1608 */
1760 1609
1761sint64 1610sint64
1762level_exp (int level, double expmul) 1611level_exp (int level, double expmul)
1763{ 1612{
1764 if (level > settings.max_level) 1613 return expmul * level_to_min_exp (level);
1765 return (sint64) (expmul * levels[settings.max_level]);
1766 return (sint64) (expmul * levels[level]);
1767} 1614}
1768 1615
1769/* 1616/*
1770 * Ensure that the permanent experience requirements in an exp object are met. 1617 * Ensure that the permanent experience requirements in an exp object are met.
1771 * This really just checks 'op to make sure the perm_exp value is within 1618 * This really just checks 'op to make sure the perm_exp value is within
1799 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1800 * total, but not any particular skill. 1647 * total, but not any particular skill.
1801 * flag is what to do if the player doesn't have the skill: 1648 * flag is what to do if the player doesn't have the skill:
1802 */ 1649 */
1803static void 1650static void
1804add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1651add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1805{ 1652{
1806 object *skill_obj = NULL; 1653 object *skill_obj;
1807 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1808 int i;
1809 1655
1810 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1811 if (op->contr->braced) 1657 if (op->contr->braced)
1812 exp = exp / 5; 1658 exp /= 5;
1813 1659
1814 /* Try to find the matching skill. 1660 /* Try to find the matching skill.
1815 * We do a shortcut/time saving mechanism first - see if it matches 1661 * We do a shortcut/time saving mechanism first - see if it matches
1816 * chosen_skill. This means we don't need to search through 1662 * chosen_skill. This means we don't need to search through
1817 * the players inventory. 1663 * the players inventory.
1818 */ 1664 */
1665 skill_obj = 0;
1666
1819 if (skill_name) 1667 if (skill_name)
1820 { 1668 {
1821 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1669 skill_obj = op->contr->find_skill (skill_name);
1822 skill_obj = op->chosen_skill;
1823 else
1824 {
1825 for (i = 0; i < NUM_SKILLS; i++)
1826 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1827 {
1828 skill_obj = op->contr->last_skill_ob[i];
1829 break;
1830 }
1831 1670
1832 /* Player doesn't have the skill. Check to see what to do, and give 1671 /* Player doesn't have the skill. Check to see what to do, and give
1833 * it to the player if necessary 1672 * it to the player if necessary
1834 */ 1673 */
1835 if (!skill_obj) 1674 if (!skill_obj)
1836 { 1675 {
1837 if (flag == SK_EXP_NONE) 1676 if (flag == SK_EXP_NONE)
1838 return; 1677 return;
1678
1839 else if (flag == SK_EXP_ADD_SKILL) 1679 if (flag == SK_EXP_ADD_SKILL)
1840 give_skill_by_name (op, skill_name); 1680 skill_obj = give_skill_by_name (op, skill_name);
1841 }
1842 } 1681 }
1843 } 1682 }
1844 1683
1845 if (flag != SK_EXP_SKILL_ONLY) 1684 if (flag != SK_EXP_SKILL_ONLY)
1846 { 1685 {
1847 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1848 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1849 */ 1688 */
1850 exp_to_add = exp; 1689 exp_to_add = exp;
1851 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1852 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1853 exp_to_add = limit; 1692 exp_to_add = limit;
1854 1693
1855 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1856 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1863 } 1702 }
1864 1703
1865 if (skill_obj) 1704 if (skill_obj)
1866 { 1705 {
1867 exp_to_add = exp; 1706 exp_to_add = exp;
1868 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1869 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1870 exp_to_add = limit; 1709 exp_to_add = limit;
1871 1710
1872 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1873 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1879 player_lvl_adj (op, skill_obj); 1718 player_lvl_adj (op, skill_obj);
1880 } 1719 }
1881} 1720}
1882 1721
1883/* This function checks to make sure that object 'op' can 1722/* This function checks to make sure that object 'op' can
1884 * lost 'exp' experience. It returns the amount of exp 1723 * lose 'exp' experience. It returns the amount of exp
1885 * object 'op' can in fact lose - it basically makes 1724 * object 'op' can in fact lose - it basically makes
1886 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1887 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1888 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1889 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1890 */ 1729 */
1891sint64 1730static sint64
1892check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1893{ 1732{
1894 sint64 del_exp; 1733 sint64 del_exp;
1895 1734
1896 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1897 exp = op->stats.exp; 1736 exp = op->stats.exp;
1737
1898 if (settings.permanent_exp_ratio) 1738 if (settings.permanent_exp_ratio)
1899 { 1739 {
1900 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1740 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1741
1901 if (del_exp < 0) 1742 if (del_exp < 0)
1902 del_exp = 0; 1743 del_exp = 0;
1744
1903 if (exp > del_exp) 1745 if (exp > del_exp)
1904 exp = del_exp; 1746 exp = del_exp;
1905 } 1747 }
1748
1906 return exp; 1749 return exp;
1907} 1750}
1908 1751
1909sint64 1752sint64
1910check_exp_adjust (const object *op, sint64 exp) 1753check_exp_adjust (const object *op, sint64 exp)
1911{ 1754{
1912 if (exp < 0) 1755 if (exp < 0)
1913 return check_exp_loss (op, exp); 1756 return check_exp_loss (op, exp);
1914 else 1757 else
1915 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1758 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1916} 1759}
1917
1918 1760
1919/* Subtracts experience from player. 1761/* Subtracts experience from player.
1920 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1762 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1921 * only subtract from the matching skill. Otherwise, 1763 * only subtract from the matching skill. Otherwise,
1922 * this subtracts a portion from all 1764 * this subtracts a portion from all
1927 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1928 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1929 * a postive number. 1771 * a postive number.
1930 */ 1772 */
1931static void 1773static void
1932subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1933{ 1775{
1934 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1935 object *tmp; 1777 object *tmp;
1936 sint64 del_exp; 1778 sint64 del_exp;
1937 1779
1938 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1939 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1940 { 1782 {
1941 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1942 { 1784 {
1943 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1944 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1945 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1946 } 1788 }
1947 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1948 { 1790 {
1949 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1950 * to match a specific skill. 1792 * to match a specific skill.
1951 */ 1793 */
1952 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1953 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1954 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1955 } 1797 }
1956 } 1798 }
1957 1799
1971 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1815 * these last two values are only used for players.
1974 */ 1816 */
1975void 1817void
1976change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1977{ 1819{
1978
1979#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1980 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1981#endif 1822#endif
1982 1823
1983 /* safety */ 1824 /* safety */
1999 * worth. 1840 * worth.
2000 */ 1841 */
2001 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
2002 { 1843 {
2003 /* Sanity check */ 1844 /* Sanity check */
2004 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
2005 return; 1846 return;
2006 1847
2007 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
2008 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2009 * more than max exp, just return. 1850 * more than max exp, just return.
2032 1873
2033/* Applies a death penalty experience, the size of this is defined by the 1874/* Applies a death penalty experience, the size of this is defined by the
2034 * settings death_penalty_percentage and death_penalty_levels, and by the 1875 * settings death_penalty_percentage and death_penalty_levels, and by the
2035 * amount of permenent experience, whichever gives the lowest loss. 1876 * amount of permenent experience, whichever gives the lowest loss.
2036 */ 1877 */
2037
2038void 1878void
2039apply_death_exp_penalty (object *op) 1879apply_death_exp_penalty (object *op)
2040{ 1880{
2041 object *tmp;
2042 sint64 loss; 1881 sint64 loss;
2043 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1882 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2044 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1883 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2045 1884
2046 for (tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2047 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
2048 { 1887 {
2049
2050 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2052 1890
2053 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
2054 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
2055 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
2056 * tables is a lot harder. 1894 * tables is a lot harder.
2057 */ 1895 */
2058 if (level_loss < 0) 1896 if (level_loss < 0)
2059 level_loss = 0; 1897 level_loss = 0;
2060 1898
2061 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1899 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2062 1900
2063 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
2064 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
2065 } 1903 }
2066 1904
2067 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1907
2069 if (level_loss < 0) 1908 if (level_loss < 0)
2070 level_loss = 0; 1909 level_loss = 0;
1910
2071 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2072 1912
2073 op->stats.exp -= loss; 1913 op->stats.exp -= loss;
2074 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
2075} 1915}
2076 1916

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