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Comparing deliantra/server/common/living.C (file contents):
Revision 1.47 by root, Mon May 7 03:05:57 2007 UTC vs.
Revision 1.129 by root, Mon Nov 12 03:14:32 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 */
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 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 743
838 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 745 if (type == PLAYER)
840 { 746 {
747 contr->delayed_update = false;
748
841 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
843 751
844 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 753 contr->encumbrance = 0;
846 754
847 attacktype = 0; 755 attacktype = 0;
857 for (int i = NUM_BODY_LOCATIONS; i--; ) 765 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info; 766 slot[i].used = slot[i].info;
859 767
860 slaying = 0; 768 slaying = 0;
861 769
862 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
863 {
864 CLEAR_FLAG (this, FLAG_XRAYS);
865 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
866 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
867 775
868 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
869 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
870 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
871 779
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
873 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
874 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
876 784
877 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
878 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
879 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
880 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
881 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
882
883 chosen_skill = 0;
884 790
885 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
886 * archetype clone 792 * archetype clone
887 */ 793 */
888 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
889 795
890 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
891 { 797 {
892 if (resist[i] > 0) 798 if (resist[i] > 0)
893 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
894 else 800 else
895 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
896 802
897 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
898 } 804 }
899 805
900 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
901 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
902 808
903 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
904 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
905 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
906 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
907 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
908 * that their protection from physical goes down 814 * that their protection from physical goes down
909 */ 815 */
910 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
911 { 817 {
912 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
913 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
914 } 820 }
915 else 821 else
916 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
917 823
918 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
919 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
920 828
921 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
922 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
923 */ 831 */
924 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
925 { 833 {
926 /* See note in map.c:update_position about making this additive
927 * since light sources are never applied, need to put check here.
928 */
929 if (tmp->glow_radius > glow_radius)
930 glow_radius = tmp->glow_radius;
931
932 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
933 * applied so we can tell the player what changed. But change_abil 835 * applied so we can tell the player what changed. But change_abil
934 * then calls this function. 836 * then calls this function.
935 */ 837 */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
937 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
938 842
939 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
940 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
941 { 845 {
942 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
955 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
956 grace_obj = tmp; 860 grace_obj = tmp;
957 } 861 }
958 } 862 }
959 863
960 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
961 * objects need to make adjustments. 865 * objects need to make adjustments.
962 * This block should handle all player specific changes 866 * This block should handle all player specific changes
963 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
964 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
965 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
966 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
967 * up, etc. 871 * up, etc.
968 */ 872 */
969 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 873 if ((tmp->flag [FLAG_APPLIED]
970 && tmp->type != CONTAINER 874 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON) 875 && tmp->type != CLOSE_CON
972 || (tmp->type == SKILL 876 && tmp->type != SPELL)
973 && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
974 { 878 {
975 if (type == PLAYER) 879 if (type == PLAYER)
976 { 880 {
977 if ((tmp->type == WEAPON || tmp->type == BOW) 881 contr->item_power += tmp->item_power;
978 && tmp != current_weapon)
979 continue;
980 882
981 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 884 stat_sum [i] += tmp->stats.stat (i);
983 885
984 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
985 * spell point recovery and mana point recovery. Seems sort of an arbitary
986 * list, but other items store other info into stats array.
987 */
988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
990 (tmp->type == SHIELD) || (tmp->type == RING) ||
991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
994 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
995 (tmp->type == SKILL))
996 { 887 {
997 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
998 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
999 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
1000 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
1001 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
1002 contr->item_power += tmp->item_power;
1003 } 894 }
1004 } /* if this is a player */ 895 } /* if this is a player */
1005 else 896 else
1006 { 897 {
1007 if (tmp->type == WEAPON) 898 if (tmp->type == WEAPON)
1008 current_weapon = tmp; 899 current_weapon = tmp;
1009 } 900 }
1010 901
1011 /* Update slots used for items */ 902 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 slot[i].used += tmp->slot[i].info; 905 slot[i].used += tmp->slot[i].info;
1015 906
1016 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.f; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1019 909
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
1022 }
1023
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1025 * (Negative protections are calculated exactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 914 */
1029 if (tmp->type != POTION) 915 if (tmp->type == POTION_EFFECT)
1030 {
1031 for (i = 0; i < NROFATTACKS; i++) 916 for (int i = 0; i < NROFATTACKS; i++)
1032 {
1033 /* Potential for cursed potions, in which case we just can use
1034 * a straight MAX, as potion_resist is initialised to zero.
1035 */
1036 if (tmp->type == POTION_EFFECT)
1037 {
1038 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else
1041 potion_resist[i] = tmp->resist[i]; 917 max_it (potion_resist[i], tmp->resist[i]);
1042 } 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
1043 else if (tmp->resist[i] > 0) 920 if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
1045 else if (tmp->resist[i] < 0) 922 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
1047 }
1048 }
1049 924
1050 /* There may be other things that should not adjust the attacktype */ 925 /* There may be other things that should not adjust the attacktype */
1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 926 if (tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 { 927 {
1054 attacktype |= tmp->attacktype; 928 attacktype |= tmp->attacktype;
1055 path_attuned |= tmp->path_attuned; 929 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 930 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 931 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type; 932 move_type |= tmp->move_type;
1059 stats.luck += tmp->stats.luck; 933 stats.luck += tmp->stats.luck;
1060 } 934 }
1061 935
1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 936 flag |= tmp->flag & copy_flags;
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1064 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1066 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1067 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1068 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1069 937
1070 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1071 SET_FLAG (this, FLAG_UNDEAD); 939 this->set_flag (FLAG_UNDEAD);
1072 940
1073 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 941 //TODO: copy_flags?
942 if (tmp->flag [FLAG_MAKE_INVIS])
1074 { 943 {
1075 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1076 invisible = 1; 945 invisible = 1;
1077 } 946 }
1078 947
1079 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1080 { 949 {
1087 added_speed += tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1088 } 957 }
1089 958
1090 switch (tmp->type) 959 switch (tmp->type)
1091 { 960 {
1092#if 0
1093 case WAND:
1094 case ROD: 961 case SKILL:
1095 case HORN: 962 {
1096 if (type != PLAYER || current_weapon == tmp) 963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
965 break;
966
967 if (chosen_skill)
968 {
969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
1097 chosen_skill = tmp; 977 chosen_skill = tmp;
1098 break;
1099#endif
1100 978
1101 /* skills modifying the character -b.t. */
1102 /* for all skills and skill granting objects */
1103 case SKILL:
1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1105 break;
1106
1107 if (IS_COMBAT_SKILL (tmp->subtype))
1108 wc_obj = tmp;
1109
1110 if (chosen_skill)
1111 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1112
1113 chosen_skill = tmp;
1114
1115 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1116 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1118 weapon_speed = WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1119 983
1120 if (weapon_speed < 0)
1121 weapon_speed = 0;
1122
1123 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1124 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1125 986
1126 if (tmp->magic) 987 if (tmp->magic)
1127 stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1128 } 989 }
1129 990
1130 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1131 wc -= tmp->stats.wc + tmp->magic; 992 wc -= tmp->stats.wc + tmp->magic;
1132 993
1133 if (tmp->slaying) 994 if (tmp->slaying)
1134 slaying = tmp->slaying; 995 slaying = tmp->slaying;
1135 996
1136 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1137 ac -= tmp->stats.ac + tmp->magic; 998 ac -= tmp->stats.ac + tmp->magic;
1138 999
1139 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1140 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1141
1142 break; 1002 }
1143 1003
1144 case SKILL_TOOL:
1145 if (chosen_skill)
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147
1148 chosen_skill = tmp;
1149 break; 1004 break;
1150 1005
1151 case SHIELD: 1006 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1009 //FALLTHROUGH
1154 case RING: 1010 case RING:
1155 case AMULET: 1011 case AMULET:
1156 case GIRDLE: 1012 case GIRDLE:
1157 case HELMET: 1013 case HELMET:
1158 case BOOTS: 1014 case BOOTS:
1167 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1168 ac -= tmp->stats.ac + tmp->magic; 1024 ac -= tmp->stats.ac + tmp->magic;
1169 1025
1170 break; 1026 break;
1171 1027
1028 case RANGED:
1172 case BOW: 1029 case BOW:
1173 case WEAPON: 1030 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1176 wc -= tmp->stats.wc + tmp->magic; 1031 wc -= tmp->stats.wc + tmp->magic;
1177 1032
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1180 1035
1181 stats.dam += tmp->stats.dam + tmp->magic; 1036 stats.dam += tmp->stats.dam + tmp->magic;
1182 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1184 1039
1185 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1186 weapon_speed = 0; 1041 weapon_speed = 0;
1187 1042
1188 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1189 1044
1190 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1191 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1192 * go. 1047 * go.
1193 */ 1048 */
1194 1049
1195 if (type == PLAYER) 1050 if (type == PLAYER)
1196 if (settings.spell_encumbrance) 1051 if (settings.spell_encumbrance)
1197 contr->encumbrance += tmp->weight * 3 / 1000; 1052 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1198 }
1199 1053
1200 break; 1054 break;
1201 1055
1202 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1203 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1204 contr->encumbrance += tmp->weight / 1000; 1058 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1205 1059
1206 case BRACERS: 1060 case BRACERS:
1207 case FORCE: 1061 case FORCE:
1208 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1209 { 1063 {
1226 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1227 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1228 } 1082 }
1229 1083
1230 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1231 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1232 1086
1233 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1234 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1235 1089
1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1090 if (ARMOUR_SPEED (tmp))
1237 max = ARMOUR_SPEED (tmp) / 10.f; 1091 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1238 1092
1239 break; 1093 break;
1240 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1241 } /* item is equipped */ 1095 } /* item is equipped */
1242 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1243 1099
1244 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* We've gone through all the objects the player has equipped. For many things, we
1245 * have generated intermediate values which we now need to assign. 1101 * have generated intermediate values which we now need to assign.
1246 */ 1102 */
1247 1103
1249 * If there is an uncursed potion in effect, granting more protection 1105 * If there is an uncursed potion in effect, granting more protection
1250 * than that, we take: 'total resistance = resistance from potion'. 1106 * than that, we take: 'total resistance = resistance from potion'.
1251 * If there is a cursed (and no uncursed) potion in effect, we take 1107 * If there is a cursed (and no uncursed) potion in effect, we take
1252 * 'total resistance = vulnerability from cursed potion'. 1108 * 'total resistance = vulnerability from cursed potion'.
1253 */ 1109 */
1254 for (i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1255 { 1111 {
1256 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1257 1113
1258 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1259 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1260 } 1117 }
1261 1118
1262 /* Figure out the players sp/mana/hp totals. */
1263 if (type == PLAYER) 1119 if (type == PLAYER)
1264 { 1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1129 /* Figure out the players sp/mana/hp totals. */
1265 int pl_level; 1130 int pl_level;
1266 1131
1267 check_stat_bounds (&(stats));
1268 pl_level = level;
1269
1270 if (pl_level < 1)
1271 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1272 1133
1273 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* You basically get half a con bonus/level. But we do take into account rounding,
1274 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1275 */ 1136 */
1276 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1277 { 1139 {
1278 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1279 1141
1280 if (i % 2 && con_bonus[stats.Con] % 2) 1142 if (i % 2 && con_bonus[stats.Con] % 2)
1281 {
1282 if (con_bonus[stats.Con] > 0) 1143 if (con_bonus[stats.Con] > 0)
1283 j++; 1144 j++;
1284 else 1145 else
1285 j--; 1146 j--;
1286 }
1287 1147
1288 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1289 } 1149 }
1290 1150
1291 for (i = 11; i <= level; i++) 1151 stats.maxhp += 2 * max (0, level - 10);
1292 stats.maxhp += 2;
1293 1152
1294 if (stats.hp > stats.maxhp) 1153 if (stats.hp > stats.maxhp)
1295 stats.hp = stats.maxhp; 1154 stats.hp = stats.maxhp;
1296 1155
1297 /* Sp gain is controlled by the level of the player's 1156 /* Sp gain is controlled by the level of the player's
1310 1169
1311 if (mana_obj == this && type == PLAYER) 1170 if (mana_obj == this && type == PLAYER)
1312 stats.maxsp = 1; 1171 stats.maxsp = 1;
1313 else 1172 else
1314 { 1173 {
1315 sp_tmp = 0.f; 1174 float sp_tmp = 0.f;
1316 1175
1317 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1318 { 1177 {
1319 float stmp; 1178 float stmp;
1320 1179
1321 /* Got some extra bonus at first level */ 1180 /* Got some extra bonus at first level */
1322 if (i < 2) 1181 if (i < 2)
1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1324 else 1183 else
1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1326 1185
1327 if (stmp < 1.f)
1328 stmp = 1.f;
1329
1330 sp_tmp += stmp; 1186 sp_tmp += max (1.f, stmp);
1331 } 1187 }
1332 1188
1333 stats.maxsp = (sint16)sp_tmp; 1189 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1334
1335 for (i = 11; i <= mana_obj->level; i++)
1336 stats.maxsp += 2;
1337 } 1190 }
1191
1338 /* Characters can get their sp supercharged via rune of transferrance */ 1192 /* Characters can get their sp supercharged via rune of transferrance */
1339 if (stats.sp > stats.maxsp * 2) 1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1340 stats.sp = stats.maxsp * 2;
1341 1194
1342 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1343 if (!grace_obj || !grace_obj->level || type != PLAYER) 1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1344 grace_obj = this; 1197 grace_obj = this;
1345 1198
1350 /* store grace in a float - this way, the divisions below don't create 1203 /* store grace in a float - this way, the divisions below don't create
1351 * big jumps when you go from level to level - with int's, it then 1204 * big jumps when you go from level to level - with int's, it then
1352 * becomes big jumps when the sums of the bonuses jump to the next 1205 * becomes big jumps when the sums of the bonuses jump to the next
1353 * step of 8 - with floats, even fractional ones are useful. 1206 * step of 8 - with floats, even fractional ones are useful.
1354 */ 1207 */
1355 sp_tmp = 0.f; 1208 float sp_tmp = 0.f;
1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1357 { 1211 {
1358 float grace_tmp = 0.f; 1212 float grace_tmp = 0.f;
1359 1213
1360 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1361 if (i < 2) 1215 if (i < 2)
1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1216 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1363 else 1217 else
1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1365 1219
1366 if (grace_tmp < 1.f)
1367 grace_tmp = 1.f;
1368
1369 sp_tmp += grace_tmp; 1220 sp_tmp += max (1.f, grace_tmp);
1370 } 1221 }
1371 1222
1372 stats.maxgrace = (sint16)sp_tmp;
1373
1374 /* two grace points per level after 11 */ 1223 /* two grace points per level after 10 */
1375 for (i = 11; i <= grace_obj->level; i++) 1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1376 stats.maxgrace += 2;
1377 } 1225 }
1226
1378 /* No limit on grace vs maxgrace */ 1227 /* No limit on grace vs maxgrace */
1379 1228
1380 if (contr->braced) 1229 if (contr->braced)
1381 { 1230 {
1382 ac += 2; 1231 ac += 2;
1394 * improvement every level, now its fighterlevel/5. So 1243 * improvement every level, now its fighterlevel/5. So
1395 * we give the player a bonus here in wc and dam 1244 * we give the player a bonus here in wc and dam
1396 * to make up for the change. Note that I left the 1245 * to make up for the change. Note that I left the
1397 * monster bonus the same as before. -b.t. 1246 * monster bonus the same as before. -b.t.
1398 */ 1247 */
1248 object *wc_obj = chosen_skill;
1399 1249
1400 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1250 if (contr && wc_obj && wc_obj->level > 1)
1401 { 1251 {
1402 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403 1253
1404 for (i = 1; i < wc_obj->level; i++) 1254 for (int i = 1; i < wc_obj->level; i++)
1405 { 1255 {
1406 /* addtional wc every 6 levels */ 1256 /* additional wc every 6 levels */
1407 if (!(i % 6)) 1257 if (!(i % 6))
1408 wc--; 1258 wc--;
1409 1259
1410 /* addtional dam every 4 levels. */ 1260 /* additional dam every 4 levels. */
1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1261 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1412 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1262 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1413 } 1263 }
1414 } 1264 }
1415 else 1265 else
1422 1272
1423 speed = 1.f + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1424 1274
1425 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1426 speed -= 1; 1276 speed -= 1;
1427
1428 if (attacktype == 0)
1429 attacktype = arch->clone.attacktype;
1430
1431 } /* End if player */ 1277 } /* End if player */
1432 1278
1433 if (added_speed >= 0) 1279 if (added_speed >= 0)
1434 speed += added_speed / 10.f; 1280 speed += added_speed / 10.f;
1435 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1436 speed /= 1.f - added_speed; 1282 speed /= 1.f - added_speed;
1437 1283
1438 /* Max is determined by armour */ 1284 /* Max is determined by armour */
1439 if (speed > max) 1285 speed = min (speed, max_speed);
1440 speed = max;
1441 1286
1442 if (type == PLAYER) 1287 if (type == PLAYER)
1443 { 1288 {
1444 /* f is a number the represents the number of kg above (positive num) 1289 /* f is a number the represents the number of kg above (positive num)
1445 * or below (negative number) that the player is carrying. If above 1290 * or below (negative number) that the player is carrying. If above
1446 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1447 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1448 */ 1293 */
1449 f = (carrying / 1000) - max_carry[stats.Str]; 1294 double f = weight_to_kg_approx (carrying) - max_carry[stats.Str];
1450 if (f > 0) 1295 if (f > 0.f)
1451 speed = speed / (1.f + f / max_carry[stats.Str]); 1296 speed /= (1.f + f / max_carry[stats.Str]);
1452 } 1297 }
1453 1298
1454 speed += bonus_speed / 10.f; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1455 1301
1456 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* Put a lower limit on speed. Note with this speed, you move once every
1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1458 */ 1304 */
1459 speed = speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1460 1306
1461 if (speed < 0.01f && type == PLAYER) 1307 if (speed != old_speed)
1462 speed = 0.01f; 1308 set_speed (speed);
1463 1309
1464 if (type == PLAYER) 1310 if (type == PLAYER)
1465 { 1311 {
1466 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1467 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1469 * that would just be a real pain to read. 1315 * that would just be a real pain to read.
1470 */ 1316 */
1471 float M = (max_carry[stats.Str] - 121) / 121.f; 1317 float M = (max_carry[stats.Str] - 121) / 121.f;
1472 float M2 = max_carry[stats.Str] / 100.f; 1318 float M2 = max_carry[stats.Str] / 100.f;
1473 float W = weapon_weight / 20000.f; 1319 float W = weapon_weight / 20000.f;
1474 float s = 2 - weapon_speed / 10.f; 1320 float s = (20 - weapon_speed) / 10.f;
1475 float D = (stats.Dex - 14) / 14.f; 1321 float D = (stats.Dex - 14) / 14.f;
1476 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1322 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1477 1323
1478 K *= (4 + level) *1.2f / (6 + level); 1324 K *= (4 + level) * 1.2f / (6 + level);
1479 1325
1480 if (K <= 0.f) 1326 if (K <= 0.01f)
1481 K = 0.01f; 1327 K = 0.01f;
1482 1328
1483 float S = speed / (K * s); 1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1484
1485 contr->weapon_sp = S;
1486 } 1330 }
1487 1331
1488 /* I want to limit the power of small monsters with big weapons: */ 1332 /* I want to limit the power of small monsters with big weapons: */
1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1490 stats.dam = arch->clone.stats.dam * 3; 1334 stats.dam = arch->stats.dam * 3;
1491 1335
1492 /* Prevent overflows of wc - best you can get is ABS(120) - this 1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1493 * should be more than enough - remember, AC is also in 8 bits, 1337 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1494 * so its value is the same.
1495 */
1496 if (wc > 120)
1497 wc = 120;
1498 else if (wc < -120)
1499 wc = -120;
1500
1501 stats.wc = wc;
1502
1503 if (ac > 120)
1504 ac = 120;
1505 else if (ac < -120)
1506 ac = -120;
1507
1508 stats.ac = ac;
1509 1338
1510 /* if for some reason the creature doesn't have any move type, 1339 /* if for some reason the creature doesn't have any move type,
1511 * give them walking as a default. 1340 * give them walking as a default.
1512 * The second case is a special case - to more closely mimic the 1341 * The second case is a special case - to more closely mimic the
1513 * old behaviour - if your flying, your not walking - just 1342 * old behaviour - if your flying, your not walking - just
1516 if (move_type == 0) 1345 if (move_type == 0)
1517 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1518 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1519 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1520 1349
1521 if (speed != old_speed) 1350 // now apply the new move_type
1522 set_speed (speed); 1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1523 1353
1524 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1525 * so we will check that now. 1355 * so we will check that now.
1526 */ 1356 */
1527 if (type == PLAYER) 1357 if (is_player ())
1528 { 1358 contr->update_spells ();
1529 esrv_update_stats (contr);
1530 esrv_update_spells (contr);
1531 }
1532 1359
1533 // update the mapspace, if we are on a map 1360 // update the mapspace, if we are on a map
1534 if (!flag [FLAG_REMOVED] && map) 1361 if (!flag [FLAG_REMOVED] && map)
1535 map->at (x, y).flags_ = 0; 1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1373 {
1374 env->update_stats ();
1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1378 }
1536} 1379}
1537 1380
1538/* 1381/*
1539 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1540 * The function to add and remove class-bonuses to the stats doesn't 1383 * The function to add and remove class-bonuses to the stats doesn't
1556 1399
1557/* 1400/*
1558 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1559 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1560 * eventually change the player's face and animation) 1403 * eventually change the player's face and animation)
1561 *
1562 * Note that the title is written to 'own_title' in the
1563 * player struct. This should be changed to 'ext_title'
1564 * as soon as clients support this!
1565 * Please, anyone, write support for 'ext_title'.
1566 */ 1404 */
1567void 1405void
1568set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1569{ 1407{
1570 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1588 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1589 or else at random */ 1427 or else at random */
1590 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1591 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1592 1430
1593 level = (int) (level / 5.);
1594
1595 /* now set the new title */ 1431 /* now set the new title */
1596 if (pl->contr != NULL)
1597 {
1598 if (level == 0)
1599 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1600 else if (level == 1)
1601 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1433 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1602 else if (level == 2)
1603 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1434 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1604 else if (level == 3)
1605 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1606 else 1436 else
1607 { 1437 {
1608 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1609 if (skin->resist[atnr] > 80)
1610 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1611 else if (skin->resist[atnr] > 50)
1612 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1440 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1613 else
1614 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1615 }
1616 } 1442 }
1617 1443
1618 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1619} 1445}
1620 1446
1621/* 1447/*
1622 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1623 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1624 * or change the ability-focus. 1450 * or change the ability-focus.
1625 */ 1451 */
1626void 1452static void
1627dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1628{ 1454{
1629 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1630 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1631 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1632 char buf[MAX_BUF]; /* tmp. string buffer */ 1458 char buf[MAX_BUF]; /* tmp. string buffer */
1633 1459
1634 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1635 shstr_cmp dragon_ability_force ("dragon_ability_force");
1636 shstr_cmp dragon_skin_force ("dragon_skin_force");
1637
1638 for (tmp = who->inv; tmp; tmp = tmp->below) 1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1639 if (tmp->type == FORCE) 1462 if (tmp->type == FORCE)
1640 if (tmp->arch->name == dragon_ability_force) 1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1641 abil = tmp; 1464 abil = tmp;
1642 else if (tmp->arch->name == dragon_skin_force) 1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1643 skin = tmp; 1466 skin = tmp;
1644 1467
1645 /* if the force is missing -> bail out */ 1468 /* if the force is missing -> bail out */
1646 if (abil == NULL) 1469 if (abil == NULL)
1647 return; 1470 return;
1690 object *skill_obj; 1513 object *skill_obj;
1691 1514
1692 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1693 if (!skill_obj) 1516 if (!skill_obj)
1694 { 1517 {
1695 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1696 return NULL; 1519 return NULL;
1697 } 1520 }
1521
1698 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1699 * still doesn't know it. 1523 * still doesn't know it.
1700 */ 1524 */
1701 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1702 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1703 skill_obj->level = 1; 1527 skill_obj->level = 1;
1704 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1705 1529
1706 if (op->contr) 1530 if (player *pl = op->contr)
1707 { 1531 pl->link_skills ();
1708 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1709 if (op->contr->ns)
1710 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1711 }
1712 1532
1713 return skill_obj; 1533 return skill_obj;
1714} 1534}
1715
1716 1535
1717/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1718 * whether the player gets more hp, sp and new levels. 1537 * whether the player gets more hp, sp and new levels.
1719 * Note this this function should only be called for players. Monstes 1538 * Note this this function should only be called for players. Monstes
1720 * don't really gain levels 1539 * don't really gain levels
1723 */ 1542 */
1724void 1543void
1725player_lvl_adj (object *who, object *op) 1544player_lvl_adj (object *who, object *op)
1726{ 1545{
1727 char buf[MAX_BUF]; 1546 char buf[MAX_BUF];
1547 bool changed = false;
1728 1548
1729 if (!op) /* when rolling stats */ 1549 if (!op) /* when rolling stats */
1730 op = who; 1550 op = who;
1731 1551
1732 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1733 { 1553 {
1554 changed = true;
1555
1734 op->level++; 1556 op->level++;
1735 1557
1736 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1737 dragon_level_gain (who); 1559 dragon_level_gain (who);
1738 1560
1739 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1740 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1741 { 1563 {
1742 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1564 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1743 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1565 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1744 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1745 } 1567 }
1746 1568
1747 who->update_stats ();
1748 if (op->level > 1) 1569 if (op->level > 1)
1749 { 1570 {
1750 if (op->type != PLAYER) 1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1751 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1752 else 1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1753 sprintf (buf, "You are now level %d.", op->level); 1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1581
1754 if (who) 1582 if (who)
1755 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1756 } 1584 }
1757 player_lvl_adj (who, op); /* To increase more levels */
1758 } 1585 }
1586
1759 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1760 { 1588 {
1589 changed = true;
1590
1761 op->level--; 1591 op->level--;
1762 who->update_stats (); 1592
1763 if (op->type != PLAYER) 1593 if (op->type != PLAYER)
1764 { 1594 {
1765 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1595 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1766 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1767 } 1597 }
1768 player_lvl_adj (who, op); /* To decrease more levels */
1769 } 1598 }
1770 1599
1771 /* check if the spell data has changed */ 1600 if (changed)
1772 esrv_update_stats (who->contr); 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1773 esrv_update_spells (who->contr);
1774} 1602}
1775 1603
1776/* 1604/*
1777 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1778 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1779 */ 1607 */
1780 1608
1781sint64 1609sint64
1782level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1783{ 1611{
1784 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1787 return (sint64) (expmul * levels[level]);
1788} 1613}
1789 1614
1790/* 1615/*
1791 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1792 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1820 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1821 * total, but not any particular skill. 1646 * total, but not any particular skill.
1822 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1823 */ 1648 */
1824static void 1649static void
1825add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1826{ 1651{
1827 object *skill_obj = NULL; 1652 object *skill_obj;
1828 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1829 int i;
1830 1654
1831 /* prevents some forms of abuse. */ 1655 /* prevents some forms of abuse. */
1832 if (op->contr->braced) 1656 if (op->contr->braced)
1833 exp /= 5; 1657 exp /= 5;
1834 1658
1835 /* Try to find the matching skill. 1659 /* Try to find the matching skill.
1836 * We do a shortcut/time saving mechanism first - see if it matches 1660 * We do a shortcut/time saving mechanism first - see if it matches
1837 * chosen_skill. This means we don't need to search through 1661 * chosen_skill. This means we don't need to search through
1838 * the players inventory. 1662 * the players inventory.
1839 */ 1663 */
1664 skill_obj = 0;
1665
1840 if (skill_name) 1666 if (skill_name)
1841 { 1667 {
1842 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1668 skill_obj = op->contr->find_skill (skill_name);
1843 skill_obj = op->chosen_skill;
1844 else
1845 {
1846 for (i = 0; i < NUM_SKILLS; i++)
1847 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1848 {
1849 skill_obj = op->contr->last_skill_ob[i];
1850 break;
1851 }
1852 1669
1853 /* Player doesn't have the skill. Check to see what to do, and give 1670 /* Player doesn't have the skill. Check to see what to do, and give
1854 * it to the player if necessary 1671 * it to the player if necessary
1855 */ 1672 */
1856 if (!skill_obj) 1673 if (!skill_obj)
1857 { 1674 {
1858 if (flag == SK_EXP_NONE) 1675 if (flag == SK_EXP_NONE)
1859 return; 1676 return;
1677
1860 else if (flag == SK_EXP_ADD_SKILL) 1678 if (flag == SK_EXP_ADD_SKILL)
1861 give_skill_by_name (op, skill_name); 1679 skill_obj = give_skill_by_name (op, skill_name);
1862 }
1863 } 1680 }
1864 } 1681 }
1865 1682
1866 if (flag != SK_EXP_SKILL_ONLY) 1683 if (flag != SK_EXP_SKILL_ONLY)
1867 { 1684 {
1868 /* Basically, you can never gain more experience in one shot 1685 /* Basically, you can never gain more experience in one shot
1869 * than half what you need to gain for next level. 1686 * than half what you need to gain for next level.
1870 */ 1687 */
1871 exp_to_add = exp; 1688 exp_to_add = exp;
1872 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1689 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1873 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1874 exp_to_add = limit; 1691 exp_to_add = limit;
1875 1692
1876 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1693 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1877 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1884 } 1701 }
1885 1702
1886 if (skill_obj) 1703 if (skill_obj)
1887 { 1704 {
1888 exp_to_add = exp; 1705 exp_to_add = exp;
1889 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1706 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1890 if (exp_to_add > limit) 1707 if (exp_to_add > limit)
1891 exp_to_add = limit; 1708 exp_to_add = limit;
1892 1709
1893 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1710 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1894 if (settings.permanent_exp_ratio) 1711 if (settings.permanent_exp_ratio)
1900 player_lvl_adj (op, skill_obj); 1717 player_lvl_adj (op, skill_obj);
1901 } 1718 }
1902} 1719}
1903 1720
1904/* This function checks to make sure that object 'op' can 1721/* This function checks to make sure that object 'op' can
1905 * lost 'exp' experience. It returns the amount of exp 1722 * lose 'exp' experience. It returns the amount of exp
1906 * object 'op' can in fact lose - it basically makes 1723 * object 'op' can in fact lose - it basically makes
1907 * adjustments based on permanent exp and the like. 1724 * adjustments based on permanent exp and the like.
1908 * This function should always be used for losing experience - 1725 * This function should always be used for losing experience -
1909 * the 'exp' value passed should be positive - this is the 1726 * the 'exp' value passed should be positive - this is the
1910 * amount that should get subtract from the player. 1727 * amount that should get subtract from the player.
1911 */ 1728 */
1912sint64 1729static sint64
1913check_exp_loss (const object *op, sint64 exp) 1730check_exp_loss (const object *op, sint64 exp)
1914{ 1731{
1915 sint64 del_exp; 1732 sint64 del_exp;
1916 1733
1917 if (exp > op->stats.exp) 1734 if (exp > op->stats.exp)
1918 exp = op->stats.exp; 1735 exp = op->stats.exp;
1736
1919 if (settings.permanent_exp_ratio) 1737 if (settings.permanent_exp_ratio)
1920 { 1738 {
1921 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1739 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1740
1922 if (del_exp < 0) 1741 if (del_exp < 0)
1923 del_exp = 0; 1742 del_exp = 0;
1743
1924 if (exp > del_exp) 1744 if (exp > del_exp)
1925 exp = del_exp; 1745 exp = del_exp;
1926 } 1746 }
1747
1927 return exp; 1748 return exp;
1928} 1749}
1929 1750
1930sint64 1751sint64
1931check_exp_adjust (const object *op, sint64 exp) 1752check_exp_adjust (const object *op, sint64 exp)
1932{ 1753{
1933 if (exp < 0) 1754 if (exp < 0)
1934 return check_exp_loss (op, exp); 1755 return check_exp_loss (op, exp);
1935 else 1756 else
1936 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1757 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1937} 1758}
1938
1939 1759
1940/* Subtracts experience from player. 1760/* Subtracts experience from player.
1941 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1761 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1942 * only subtract from the matching skill. Otherwise, 1762 * only subtract from the matching skill. Otherwise,
1943 * this subtracts a portion from all 1763 * this subtracts a portion from all
1948 * where everything is at the minimum perm exp, he would lose nothing. 1768 * where everything is at the minimum perm exp, he would lose nothing.
1949 * exp is the amount of exp to subtract - thus, it should be 1769 * exp is the amount of exp to subtract - thus, it should be
1950 * a postive number. 1770 * a postive number.
1951 */ 1771 */
1952static void 1772static void
1953subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1773subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1954{ 1774{
1955 float fraction = (float) exp / (float) op->stats.exp; 1775 float fraction = (float) exp / (float) op->stats.exp;
1956 object *tmp; 1776 object *tmp;
1957 sint64 del_exp; 1777 sint64 del_exp;
1958 1778
1959 for (tmp = op->inv; tmp; tmp = tmp->below) 1779 for (tmp = op->inv; tmp; tmp = tmp->below)
1960 if (tmp->type == SKILL && tmp->stats.exp) 1780 if (tmp->type == SKILL && tmp->stats.exp)
1961 { 1781 {
1962 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1782 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1963 { 1783 {
1964 del_exp = check_exp_loss (tmp, exp); 1784 del_exp = check_exp_loss (tmp, exp);
1965 tmp->stats.exp -= del_exp; 1785 tmp->stats.exp -= del_exp;
1966 player_lvl_adj (op, tmp); 1786 player_lvl_adj (op, tmp);
1967 } 1787 }
1968 else if (flag != SK_SUBTRACT_SKILL_EXP) 1788 else if (flag != SK_SUBTRACT_SKILL_EXP)
1969 { 1789 {
1970 /* only want to process other skills if we are not trying 1790 /* only want to process other skills if we are not trying
1971 * to match a specific skill. 1791 * to match a specific skill.
1972 */ 1792 */
1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1793 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1974 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1975 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1976 } 1796 }
1977 } 1797 }
1978 1798
1992 * skill_name is the skill that should get the exp added. 1812 * skill_name is the skill that should get the exp added.
1993 * flag is what to do if player doesn't have the skill. 1813 * flag is what to do if player doesn't have the skill.
1994 * these last two values are only used for players. 1814 * these last two values are only used for players.
1995 */ 1815 */
1996void 1816void
1997change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1817change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1998{ 1818{
1999#ifdef EXP_DEBUG 1819#ifdef EXP_DEBUG
2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1820 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
2001#endif 1821#endif
2002 1822
2019 * worth. 1839 * worth.
2020 */ 1840 */
2021 if (op->type != PLAYER) 1841 if (op->type != PLAYER)
2022 { 1842 {
2023 /* Sanity check */ 1843 /* Sanity check */
2024 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1844 if (!op->flag [FLAG_ALIVE])
2025 return; 1845 return;
2026 1846
2027 /* reset exp to max allowed value. We subtract from 1847 /* reset exp to max allowed value. We subtract from
2028 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1848 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2029 * more than max exp, just return. 1849 * more than max exp, just return.
2055 * amount of permenent experience, whichever gives the lowest loss. 1875 * amount of permenent experience, whichever gives the lowest loss.
2056 */ 1876 */
2057void 1877void
2058apply_death_exp_penalty (object *op) 1878apply_death_exp_penalty (object *op)
2059{ 1879{
2060 object *tmp;
2061 sint64 loss; 1880 sint64 loss;
2062 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1881 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2063 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1882 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2064 1883
2065 for (tmp = op->inv; tmp; tmp = tmp->below) 1884 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 if (tmp->type == SKILL && tmp->stats.exp) 1885 if (tmp->type == SKILL && tmp->stats.exp)
2067 { 1886 {
2068
2069 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1888 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2071 1889
2072 /* With the revised exp system, you can get cases where 1890 /* With the revised exp system, you can get cases where
2073 * losing several levels would still require that you have more 1891 * losing several levels would still require that you have more
2074 * exp than you currently have - this is true if the levels 1892 * exp than you currently have - this is true if the levels
2075 * tables is a lot harder. 1893 * tables is a lot harder.
2076 */ 1894 */
2077 if (level_loss < 0) 1895 if (level_loss < 0)
2078 level_loss = 0; 1896 level_loss = 0;
2079 1897
2080 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1898 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2081 1899
2082 tmp->stats.exp -= loss; 1900 tmp->stats.exp -= loss;
2083 player_lvl_adj (op, tmp); 1901 player_lvl_adj (op, tmp);
2084 } 1902 }
2085 1903
2086 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1904 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2087 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1905 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1906
2088 if (level_loss < 0) 1907 if (level_loss < 0)
2089 level_loss = 0; 1908 level_loss = 0;
1909
2090 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1910 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2091 1911
2092 op->stats.exp -= loss; 1912 op->stats.exp -= loss;
2093 player_lvl_adj (op, NULL); 1913 player_lvl_adj (op, NULL);
2094} 1914}
2095 1915

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