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Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.98 by root, Mon Oct 12 14:00:57 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* 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
28 * 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
29 * 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
30 */ 30 */
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274
275void 240void
276change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
277{ 242{
278 if (value == 0) 243 stats->stat (attr) += value;
279 return;
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:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 244}
334 245
335/* 246/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 248 * 1-30 stat limit.
338 */ 249 */
339
340void 250void
341check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
342{ 252{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
347 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 257 }
350} 258}
351 259
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 261
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
363/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 272 * the object.
365 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 274 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 280 * that gives them that ability.
373 */ 281 */
374int 282int
375change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
376{ 284{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
378 char message[MAX_BUF]; 287 char message[MAX_BUF];
379 int potion_max = 0; 288 int potion_max = 0;
380 289
381 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
384 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 296
387 if (op->type == PLAYER) 297 if (op->type == PLAYER)
388 { 298 {
389 if (tmp->type == POTION) 299 if (tmp->type == POTION)
390 { 300 {
391 potion_max = 1; 301 potion_max = 1;
302
392 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
393 { 304 {
394 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
395 306 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 307
399 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
401 310
402 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
405 * to allow for that. 313 * to allow for that.
406 */ 314 */
407 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 316 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 318 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
412 }
413 if (nstat != ostat) 320 if (nstat != ostat)
414 { 321 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 323 potion_max = 0;
417 } 324 }
418 else if (i) 325 else if (i)
419 { 326 {
420 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 328 potion_max = 1;
422 } 329 }
423 } 330 }
331
424 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 334 * recalculates this anyway.
427 */ 335 */
428 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
430 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 340 } /* end of potion handling code */
432 } 341 }
433 342
434 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 344 * everything to set
436 */ 345 */
437 if (flag == -1) 346 if (flag == -1)
438 { 347 {
439 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 353 * and not the other move_ fields.
445 */ 354 */
446 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
447 } 356 }
448 357
449 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
452 */ 361 */
453 fix_player (op); 362 op->update_stats ();
454 363
455 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 365 * print out message if this is a bow.
457 */ 366 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 368 {
460 success = 1; 369 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 371 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 374 {
465 success = 1; 375 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 377 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
469 { 380 {
470 success = 1; 381 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 383 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 389 }
390
478 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 395 * from fly high)
483 */ 396 */
484 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
485 { 398 {
486 success = 1; 399 success = 1;
487 400
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
490 */ 403 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 405 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 407 }
495 408
496 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 410 {
498 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 412 * in that case, you don't actually land
500 */ 413 */
501 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 416 }
417
504 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 420
507 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 422 check_move_on (op, op);
509 } 423 }
510 424
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 426 * originally undead may change their status
513 */ 427 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 430 {
517 success = 1; 431 success = 1;
518 if (flag > 0) 432 if (flag > 0)
519 { 433 {
520 op->race = "undead"; 434 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 436 }
523 else 437 else
524 { 438 {
525 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 441 }
528 } 442 }
529 443
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 445 {
532 success = 1; 446 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 448 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449
450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 451 {
537 success = 1; 452 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 454 }
455
540 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 457 * vision
542 */ 458 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
544 { 460 {
545 success = 1; 461 success = 1;
546 if (flag > 0) 462 if (flag > 0)
547 { 463 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else 466 else
551 { 467 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
555 op->contr->do_los = 1; 471 op->contr->do_los = 1;
556 } 472 }
557 } 473 }
558 else 474 else
559 { 475 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562 else 478 else
563 { 479 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
567 op->contr->do_los = 1; 483 op->contr->do_los = 1;
568 } 484 }
569 } 485 }
570 } 486 }
571 487
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
573 { 489 {
574 success = 1; 490 success = 1;
575 if (op->type == PLAYER) 491 if (op->type == PLAYER)
576 op->contr->do_los = 1; 492 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 } 494 }
579 495
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 497 {
582 success = 1; 498 success = 1;
583 if (flag > 0) 499 if (flag > 0)
584 { 500 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587 else 503 else
588 { 504 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 506 if (op->type == PLAYER)
591 op->contr->do_los = 1; 507 op->contr->do_los = 1;
592 } 508 }
593 } 509 }
594 else 510 else
595 { 511 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598 else 514 else
599 { 515 {
600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601 if (op->type == PLAYER) 517 if (op->type == PLAYER)
634 success = 1; 550 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 552 }
637 553
638 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
640 { 556 {
641 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
643 559
644 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
645 { 561 {
646 success = 1; 562 success = 1;
563
647 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
649 else 566 else
650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
651 568
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 570 }
654 } 571 }
655 572
656 if (tmp->type != EXPERIENCE && !potion_max) 573 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
659 { 575 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 576 {
662 success = 1; 577 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 579 }
665 } 580
666 }
667 return success; 581 return success;
668} 582}
669 583
670/* 584/*
671 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 587 */
674
675void 588void
676drain_stat (object *op) 589object::drain_stat ()
677{ 590{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
679} 592}
680 593
681void 594void
682drain_specific_stat (object *op, int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
683{ 596{
684 object *tmp; 597 object *tmp;
685 archetype *at; 598 archetype *at;
686 599
687 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 604 return;
692 } 605 }
693 else 606 else
694 { 607 {
695 tmp = present_arch_in_ob (at, op); 608 tmp = present_arch_in_ob (at, this);
609
696 if (!tmp) 610 if (!tmp)
697 { 611 {
698 tmp = arch_to_object (at); 612 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
701 } 615 }
702 } 616 }
703 617
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 620 update_stats ();
707} 621}
708 622
709/* 623/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 625 * via an applied bad_luck object.
712 */ 626 */
713
714void 627void
715change_luck (object *op, int value) 628object::change_luck (int value)
716{ 629{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 630 archetype *at = archetype::find ("luck");
722 if (!at) 631 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 633 else
725 { 634 {
726 tmp = present_arch_in_ob (at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
727 if (!tmp) 637 if (!tmp)
728 { 638 {
729 if (!value) 639 if (!value)
730 return; 640 return;
641
731 tmp = arch_to_object (at); 642 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 643 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
734 } 645 }
646
735 if (value) 647 if (value)
736 { 648 {
737 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 651 * in op itself).
740 */ 652 */
741 new_luck = tmp->stats.luck + value; 653 int new_luck = tmp->stats.luck + value;
654
742 if (new_luck >= -100 && new_luck <= 100) 655 if (new_luck >= -100 && new_luck <= 100)
743 { 656 {
744 op->stats.luck += value; 657 stats.luck += value;
745 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
746 } 659 }
747 } 660 }
748 else 661 else
749 { 662 {
750 if (!tmp->stats.luck) 663 if (!tmp->stats.luck)
751 {
752 return; 664 return;
753 } 665
754 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
756 */ 668 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 670 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 672
761 op->stats.luck += diff; 673 stats.luck += diff;
762 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
763 } 675 }
764 } 676 }
765 } 677 }
766} 678}
767 679
768/* 680/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 682 */
771
772void 683void
773remove_statbonus (object *op) 684object::remove_statbonus ()
774{ 685{
775 op->stats.Str -= op->arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 687 {
777 op->stats.Con -= op->arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 689 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 691 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 692}
790 693
791/* 694/*
792 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 696 */
794
795void 697void
796add_statbonus (object *op) 698object::add_statbonus ()
797{ 699{
798 op->stats.Str += op->arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 701 {
800 op->stats.Con += op->arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 703 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 705 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
813 747
814/* 748/*
815 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
820 */ 754 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
824 */ 757 */
825
826void 758void
827fix_player (object *op) 759object::update_stats ()
828{ 760{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
835 768
836 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 770 if (type == PLAYER)
838 { 771 {
839 for (i = 0; i < NUM_STATS; i++) 772 for (int i = 0; i < NUM_STATS; i++)
840 { 773 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 774
842 }
843 if (settings.spell_encumbrance == TRUE) 775 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 776 contr->encumbrance = 0;
845 777
846 op->attacktype = 0; 778 attacktype = 0;
779
847 op->contr->digestion = 0; 780 contr->digestion = 0;
848 op->contr->gen_hp = 0; 781 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 782 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 783 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 784 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 785 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 786 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 787
788 for (int i = NUM_BODY_LOCATIONS; i--; )
789 slot[i].used = slot[i].info;
790
865 op->slaying = 0; 791 slaying = 0;
866 792
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 793 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 794 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 795 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 797 }
872 798
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 799 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 800 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 801 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 802
885 op->path_attuned = op->arch->clone.path_attuned; 803 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 804 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 805 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 806 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 807
808 path_attuned = arch->path_attuned;
809 path_repelled = arch->path_repelled;
810 path_denied = arch->path_denied;
811 glow_radius = arch->glow_radius;
812 move_type = arch->move_type;
813
890 op->chosen_skill = NULL; 814 chosen_skill = 0;
891 815
892 /* initializing resistances from the values in player/monster's 816 /* initializing resistances from the values in player/monster's
893 * archetype clone 817 * archetype clone
894 */ 818 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 819 memcpy (&resist, &arch->resist, sizeof (resist));
896 820
897 for (i = 0; i < NROFATTACKS; i++) 821 for (int i = 0; i < NROFATTACKS; i++)
898 { 822 {
899 if (op->resist[i] > 0) 823 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 824 prot[i] = resist[i], vuln[i] = 0;
901 else 825 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 826 vuln[i] = -(resist[i]), prot[i] = 0;
827
903 potion_resist[i] = 0; 828 potion_resist[i] = 0;
904 } 829 }
905 830
906 wc = op->arch->clone.stats.wc; 831 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 832 stats.dam = arch->stats.dam;
908 833
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 834 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 835 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 836 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 837 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 838 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 839 * that their protection from physical goes down
915 */ 840 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 842 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 843 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 845 }
921 else 846 else
922 ac = op->arch->clone.stats.ac; 847 ac = arch->stats.ac;
923 848
924 op->stats.luck = op->arch->clone.stats.luck; 849 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 850 speed = arch->speed;
926 851
927 /* OK - we've reset most all the objects attributes to sane values. 852 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 853 * now go through and make adjustments for what the player has equipped.
929 */ 854 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 855 for (tmp = inv; tmp; tmp = tmp->below)
932 { 856 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 857 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 858 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 859 * then calls this function.
942 */ 860 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 861 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 862 continue;
946 } 863
864 glow_radius += tmp->glow_radius;
947 865
948 /* For some things, we don't care what is equipped */ 866 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 867 if (tmp->type == SKILL)
950 { 868 {
951 /* Want to take the highest skill here. */ 869 /* Want to take the highest skill here. */
954 if (!mana_obj) 872 if (!mana_obj)
955 mana_obj = tmp; 873 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 874 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 875 mana_obj = tmp;
958 } 876 }
877
959 if (IS_GRACE_SKILL (tmp->subtype)) 878 if (IS_GRACE_SKILL (tmp->subtype))
960 { 879 {
961 if (!grace_obj) 880 if (!grace_obj)
962 grace_obj = tmp; 881 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 882 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 883 grace_obj = tmp;
965 } 884 }
966 } 885 }
967 886
968 /* Container objects are not meant to adjust a players, but other applied 887 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 888 * objects need to make adjustments.
970 * This block should handle all player specific changes 889 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 890 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 891 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 892 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 893 * because the skill shouldn't count against body positions being used
975 * up, etc. 894 * up, etc.
976 */ 895 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 896 if ((tmp->flag [FLAG_APPLIED]
897 && tmp->type != CONTAINER
898 && tmp->type != CLOSE_CON)
899 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 && tmp->subtype == SK_PRAYING))
979 { 901 {
980 if (op->type == PLAYER) 902 if (type == PLAYER)
981 { 903 {
982 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 905
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
987 912
988 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 915
991 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1001 { 917 {
1002 op->contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1004 op->contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power;
1008 } 924 }
1009 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1010 931
1011 /* Update slots used for items */ 932 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1016 }
1017 936
1018 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 938 speed_reduce_from_disease =
1023 } 939 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 940
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 941 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 942 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 943 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 944 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 945 */
1030 if (tmp->type != POTION) 946 if (tmp->type != POTION)
1031 { 947 {
1032 for (i = 0; i < NROFATTACKS; i++) 948 for (int i = 0; i < NROFATTACKS; i++)
1033 { 949 {
1034 /* Potential for cursed potions, in which case we just can use 950 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 951 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 952 */
1037 if (tmp->type == POTION_EFFECT) 953 if (tmp->type == POTION_EFFECT)
1038 { 954 {
1039 if (potion_resist[i]) 955 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 956 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 957 else
1042 potion_resist[i] = tmp->resist[i]; 958 potion_resist[i] = tmp->resist[i];
1043 } 959 }
1044 else if (tmp->resist[i] > 0) 960 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 961 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 962 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 963 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 964 }
1049 } 965 }
1050 966
1051 /* There may be other things that should not adjust the attacktype */ 967 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 968 if (tmp->type != SYMPTOM)
969 {
1053 op->attacktype |= tmp->attacktype; 970 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 971 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 972 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 973 path_denied |= tmp->path_denied;
974 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 975 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 976 }
1060 977
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 978 flag |= tmp->flag & copy_flags;
1062 SET_FLAG (op, FLAG_LIFESAVE);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1064 SET_FLAG (op, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1066 SET_FLAG (op, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075 979
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 980 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 981 SET_FLAG (this, FLAG_UNDEAD);
1078 982
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 983 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 984 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 985 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 986 invisible = 1;
1083 } 987 }
1084 988
1085 if (tmp->stats.exp && tmp->type != SKILL) 989 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 990 {
1087 if (tmp->stats.exp > 0) 991 if (tmp->stats.exp > 0)
1088 { 992 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 993 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 994 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 995 }
1092 else 996 else
1093 added_speed += (float) tmp->stats.exp; 997 added_speed += tmp->stats.exp;
1094 } 998 }
1095 999
1096 switch (tmp->type) 1000 switch (tmp->type)
1097 { 1001 {
1002#if 0
1003 case WAND:
1004 case ROD:
1005 case HORN:
1006 if (type != PLAYER || current_weapon == tmp)
1007 chosen_skill = tmp;
1008 break;
1009#endif
1010
1098 /* skills modifying the character -b.t. */ 1011 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1012 /* for all skills and skill granting objects */
1100 case SKILL: 1013 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1014 {
1015 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1102 break; 1016 break;
1103 1017
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 1018 if (chosen_skill)
1019 {
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1020 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1021 &name, &chosen_skill->name, &tmp->name);
1109 1022
1023 tmp->flag [FLAG_APPLIED] = false;
1024 update_stats ();
1025 return;
1026 }
1027 else
1110 op->chosen_skill = tmp; 1028 chosen_skill = tmp;
1111 1029
1112 if (tmp->stats.dam > 0) 1030 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1031 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1032 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1033 weapon_speed = WEAPON_SPEED (tmp);
1034
1116 if (weapon_speed < 0) 1035 if (weapon_speed < 0)
1117 weapon_speed = 0; 1036 weapon_speed = 0;
1037
1118 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1039 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1040
1120 if (tmp->magic) 1041 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1042 stats.dam += tmp->magic;
1122 } 1043 }
1123 1044
1124 if (tmp->stats.wc) 1045 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1046 wc -= tmp->stats.wc + tmp->magic;
1126 1047
1127 if (tmp->slaying != NULL) 1048 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1049 slaying = tmp->slaying;
1129 1050
1130 if (tmp->stats.ac) 1051 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1052 ac -= tmp->stats.ac + tmp->magic;
1053
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1054 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1055 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1056 }
1134 1057
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1058 break;
1138 1059
1139 case SKILL_TOOL:
1140 if (op->chosen_skill)
1141 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1143 }
1144 op->chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break;
1148
1149 case SHIELD: 1060 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1062 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1063 case RING:
1153 case AMULET: 1064 case AMULET:
1154 case GIRDLE: 1065 case GIRDLE:
1155 case HELMET: 1066 case HELMET:
1156 case BOOTS: 1067 case BOOTS:
1157 case GLOVES: 1068 case GLOVES:
1158 case CLOAK: 1069 case CLOAK:
1159 if (tmp->stats.wc) 1070 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1071 wc -= tmp->stats.wc + tmp->magic;
1072
1161 if (tmp->stats.dam) 1073 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1074 stats.dam += tmp->stats.dam + tmp->magic;
1075
1163 if (tmp->stats.ac) 1076 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1077 ac -= tmp->stats.ac + tmp->magic;
1078
1165 break; 1079 break;
1166 1080
1081 case BOW:
1167 case WEAPON: 1082 case WEAPON:
1083 if (type != PLAYER || current_weapon == tmp)
1084 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1086
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1087 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1088 ac -= tmp->stats.ac + tmp->magic;
1089
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1090 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1091 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1092 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1093
1174 if (weapon_speed < 0) 1094 if (weapon_speed < 0)
1175 weapon_speed = 0; 1095 weapon_speed = 0;
1096
1176 op->slaying = tmp->slaying; 1097 slaying = tmp->slaying;
1098
1177 /* If there is desire that two handed weapons should do 1099 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1100 * extra strength damage, this is where the code should
1179 * go. 1101 * go.
1180 */ 1102 */
1181 op->current_weapon = tmp; 1103
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1104 if (type == PLAYER)
1105 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1106 contr->encumbrance += tmp->weight * 3 / 1000;
1107 }
1184 1108
1185 break; 1109 break;
1186 1110
1187 case ARMOUR: /* Only the best of these three are used: */ 1111 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1112 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1113 contr->encumbrance += tmp->weight / 1000;
1190 1114
1191 case BRACERS: 1115 case BRACERS:
1192 case FORCE: 1116 case FORCE:
1193 if (tmp->stats.wc) 1117 if (tmp->stats.wc)
1194 { 1118 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1122 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1123 }
1200 else 1124 else
1201 wc += tmp->stats.wc + tmp->magic; 1125 wc += tmp->stats.wc + tmp->magic;
1202 } 1126 }
1127
1203 if (tmp->stats.ac) 1128 if (tmp->stats.ac)
1204 { 1129 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1130 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1131 {
1207 ac += best_ac; /* Remove last bonus */ 1132 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1133 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1134 }
1210 else /* To nullify the below effect */ 1135 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1136 ac += tmp->stats.ac + tmp->magic;
1212 } 1137 }
1138
1213 if (tmp->stats.wc) 1139 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1140 wc -= tmp->stats.wc + tmp->magic;
1141
1215 if (tmp->stats.ac) 1142 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1143 ac -= tmp->stats.ac + tmp->magic;
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1144
1145 if (ARMOUR_SPEED (tmp))
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1146 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1147
1219 break; 1148 break;
1220 } /* switch tmp->type */ 1149 } /* switch tmp->type */
1221 } /* item is equipped */ 1150 } /* item is equipped */
1222 } /* for loop of items */ 1151 } /* for loop of items */
1152
1153 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1223 1154
1224 /* We've gone through all the objects the player has equipped. For many things, we 1155 /* We've gone through all the objects the player has equipped. For many things, we
1225 * have generated intermediate values which we now need to assign. 1156 * have generated intermediate values which we now need to assign.
1226 */ 1157 */
1227 1158
1229 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1230 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1164 */
1234 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1235 { 1166 {
1236 op->resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1168
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1171 }
1172
1173 if (type == PLAYER)
1239 } 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1240 1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1241 /* Figure out the players sp/mana/hp totals. */ 1181 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER)
1243 {
1244 int pl_level; 1182 int pl_level;
1245 1183
1246 check_stat_bounds (&(op->stats)); 1184 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1185 pl_level = level;
1248 1186
1249 if (pl_level < 1) 1187 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1189
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1192 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1256 { 1195 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[op->stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1261 j++; 1200 j++;
1262 else 1201 else
1263 j--; 1202 j--;
1264 } 1203
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1205 }
1267 1206
1268 for (i = 11; i <= op->level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1269 op->stats.maxhp += 2;
1270 1208
1271 if (op->stats.hp > op->stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1210 stats.hp = stats.maxhp;
1273 1211
1274 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1213 * relevant experience object (mana_obj, see above)
1276 */ 1214 */
1277 /* following happen when skills system is not used */ 1215 /* following happen when skills system is not used */
1278 if (!mana_obj) 1216 if (!mana_obj)
1279 mana_obj = op; 1217 mana_obj = this;
1218
1280 if (!grace_obj) 1219 if (!grace_obj)
1281 grace_obj = op; 1220 grace_obj = this;
1221
1282 /* set maxsp */ 1222 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1224 mana_obj = this;
1285 1225
1286 if (mana_obj == op && op->type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1227 stats.maxsp = 1;
1289 }
1290 else 1228 else
1291 { 1229 {
1292 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1231
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1294 { 1233 {
1295 float stmp; 1234 float stmp;
1296 1235
1297 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1298 if (i < 2) 1237 if (i < 2)
1299 {
1300 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1239 else
1303 {
1304 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1241
1306 if (stmp < 1.0)
1307 stmp = 1.0;
1308 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1309 } 1243 }
1310 op->stats.maxsp = (int) sp_tmp;
1311 1244
1312 for (i = 11; i <= mana_obj->level; i++) 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1313 op->stats.maxsp += 2;
1314 } 1246 }
1247
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1317 op->stats.sp = op->stats.maxsp * 2;
1318 1250
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1253 grace_obj = this;
1322 1254
1323 if (grace_obj == op && op->type == PLAYER) 1255 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1256 stats.maxgrace = 1;
1326 }
1327 else 1257 else
1328 { 1258 {
1329 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1263 */
1334 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1336 { 1267 {
1337 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1338 1269
1339 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1340 if (i < 2) 1271 if (i < 2)
1341 { 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else 1273 else
1346 { 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1347 grace_tmp = (float) op->contr->levgrace[i] 1275
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0)
1351 grace_tmp = 1.0;
1352 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1353 } 1277 }
1354 op->stats.maxgrace = (int) sp_tmp;
1355 1278
1356 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1357 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1358 op->stats.maxgrace += 2;
1359 } 1281 }
1282
1360 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1361 1284
1362 if (op->contr->braced) 1285 if (contr->braced)
1363 { 1286 {
1364 ac += 2; 1287 ac += 2;
1365 wc += 4; 1288 wc += 4;
1366 } 1289 }
1367 else 1290 else
1368 ac -= dex_bonus[op->stats.Dex]; 1291 ac -= dex_bonus[stats.Dex];
1369 1292
1370 /* In new exp/skills system, wc bonuses are related to 1293 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1294 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1295 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1296 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1380 */ 1303 */
1304 object *wc_obj = chosen_skill;
1381 1305
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1307 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1385 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1386 { 1311 {
1387 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1313 if (!(i % 6))
1389 wc--; 1314 wc--;
1315
1390 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1319 }
1394 } 1320 }
1395 else 1321 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1397 1323
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1399 1325
1400 if (op->stats.dam < 1) 1326 if (stats.dam < 1)
1401 op->stats.dam = 1; 1327 stats.dam = 1;
1402 1328
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1404 if (settings.search_items && op->contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1332 speed -= 1;
1406 if (op->attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype;
1408
1409 } /* End if player */ 1333 } /* End if player */
1410 1334
1411 if (added_speed >= 0) 1335 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1415 1339
1416 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1417 if (op->speed > max) 1341 speed = min (speed, max_speed);
1418 op->speed = max;
1419 1342
1420 if (op->type == PLAYER) 1343 if (type == PLAYER)
1421 { 1344 {
1422 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1426 */ 1349 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1351 if (f > 0.f)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1353 }
1431 1354
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1433 1357
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1360 */
1437 op->speed = op->speed * speed_reduce_from_disease;
1438
1439 if (op->speed < 0.01 && op->type == PLAYER) 1361 if (speed < 0.04f && type == PLAYER)
1440 op->speed = 0.01; 1362 speed = 0.04f;
1441 1363
1364 if (speed != old_speed)
1365 set_speed (speed);
1366
1442 if (op->type == PLAYER) 1367 if (type == PLAYER)
1443 { 1368 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1369 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1370 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1371 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1372 * that would just be a real pain to read.
1450 */ 1373 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1374 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1375 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1376 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1377 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1378 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1379 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1380
1381 K *= (4 + level) * 1.2f / (6 + level);
1382
1458 if (K <= 0) 1383 if (K <= 0.01f)
1459 K = 0.01; 1384 K = 0.01f;
1460 S = op->speed / (K * s); 1385
1461 op->contr->weapon_sp = S; 1386 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1387 }
1388
1463 /* I want to limit the power of small monsters with big weapons: */ 1389 /* I want to limit the power of small monsters with big weapons: */
1464 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1390 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1391 stats.dam = arch->stats.dam * 3;
1466 1392
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1393 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1394 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1469 * so its value is the same.
1470 */
1471 if (wc > 120)
1472 wc = 120;
1473 else if (wc < -120)
1474 wc = -120;
1475 op->stats.wc = wc;
1476
1477 if (ac > 120)
1478 ac = 120;
1479 else if (ac < -120)
1480 ac = -120;
1481 op->stats.ac = ac;
1482 1395
1483 /* if for some reason the creature doesn't have any move type, 1396 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1397 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1398 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1399 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1400 * one or the other.
1488 */ 1401 */
1489 if (op->move_type == 0) 1402 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1403 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1404 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1405 move_type &= ~MOVE_WALK;
1493
1494 update_ob_speed (op);
1495 1406
1496 /* It is quite possible that a player's spell costing might have changed, 1407 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1408 * so we will check that now.
1498 */ 1409 */
1499 if (op->type == PLAYER) 1410 if (type == PLAYER)
1411 {
1412 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1413 esrv_update_spells (contr);
1414 }
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1501} 1435}
1502 1436
1503/* 1437/*
1504 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1442 * false otherwise.
1509 */ 1443 */
1510
1511int 1444int
1512allowed_class (const object *op) 1445allowed_class (const object *op)
1513{ 1446{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1447 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1516} 1454}
1517 1455
1518/* 1456/*
1519 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1521 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1522 *
1523 * Note that the title is written to 'own_title' in the
1524 * player struct. This should be changed to 'ext_title'
1525 * as soon as clients support this!
1526 * Please, anyone, write support for 'ext_title'.
1527 */ 1460 */
1528void 1461void
1529set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1530{ 1463{
1531 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1549 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1550 or else at random */ 1483 or else at random */
1551 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1552 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1553 1486
1554 level = (int) (level / 5.);
1555
1556 /* now set the new title */ 1487 /* now set the new title */
1557 if (pl->contr != NULL)
1558 {
1559 if (level == 0)
1560 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1561 else if (level == 1)
1562 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1563 else if (level == 2)
1564 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1565 else if (level == 3)
1566 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1567 else 1492 else
1568 { 1493 {
1569 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1570 if (skin->resist[atnr] > 80)
1571 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1572 else if (skin->resist[atnr] > 50)
1573 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1574 else
1575 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1576 }
1577 } 1498 }
1578 1499
1579 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1580} 1501}
1581 1502
1591 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1515
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1599 { 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp; 1520 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1603 skin = tmp; 1522 skin = tmp;
1604 } 1523
1605 }
1606 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1525 if (abil == NULL)
1608 return; 1526 return;
1609 1527
1610 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1651 object *skill_obj; 1569 object *skill_obj;
1652 1570
1653 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1654 if (!skill_obj) 1572 if (!skill_obj)
1655 { 1573 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1657 return NULL; 1575 return NULL;
1658 } 1576 }
1577
1659 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1579 * still doesn't know it.
1661 */ 1580 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1583 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1666 if (op->contr) 1585
1667 { 1586 if (player *pl = op->contr)
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->link_skills ();
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588
1670 }
1671 return skill_obj; 1589 return skill_obj;
1672} 1590}
1673
1674 1591
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1593 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1594 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1595 * don't really gain levels
1681 */ 1598 */
1682void 1599void
1683player_lvl_adj (object *who, object *op) 1600player_lvl_adj (object *who, object *op)
1684{ 1601{
1685 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1603 bool changed = false;
1686 1604
1687 if (!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1688 op = who; 1606 op = who;
1689 1607
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1609 {
1610 changed = true;
1611
1692 op->level++; 1612 op->level++;
1693 1613
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695 dragon_level_gain (who); 1615 dragon_level_gain (who);
1696 1616
1697 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1619 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1623 }
1704 1624
1705 fix_player (who);
1706 if (op->level > 1) 1625 if (op->level > 1)
1707 { 1626 {
1708 if (op->type != PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1710 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1711 sprintf (buf, "You are now level %d.", op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1712 if (who) 1638 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1640 }
1715 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1641 }
1642
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1644 {
1645 changed = true;
1646
1719 op->level--; 1647 op->level--;
1720 fix_player (who); 1648
1721 if (op->type != PLAYER) 1649 if (op->type != PLAYER)
1722 { 1650 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1653 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1654 }
1655
1656 if (changed)
1727 } 1657 {
1658 who->update_stats ();
1659 esrv_update_stats (who->contr);
1728 /* check if the spell data has changed */ 1660 /* check if the spell data has changed */
1729 esrv_update_spells (who->contr); 1661 esrv_update_spells (who->contr);
1662 }
1730} 1663}
1731 1664
1732/* 1665/*
1733 * Returns how much experience is needed for a player to become 1666 * Returns how much experience is needed for a player to become
1734 * the given level. level should really never exceed max_level 1667 * the given level. level should really never exceed max_level
1737sint64 1670sint64
1738level_exp (int level, double expmul) 1671level_exp (int level, double expmul)
1739{ 1672{
1740 if (level > settings.max_level) 1673 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1674 return (sint64) (expmul * levels[settings.max_level]);
1675
1742 return (sint64) (expmul * levels[level]); 1676 return (sint64) (expmul * levels[level]);
1743} 1677}
1744 1678
1745/* 1679/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1680 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1701 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1702 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1703 op->perm_exp = MAX_EXPERIENCE;
1770} 1704}
1771 1705
1772
1773/* Add experience to a player - exp should only be positive. 1706/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1707 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1708 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1709 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1710 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1711 * flag is what to do if the player doesn't have the skill:
1779 */ 1712 */
1780
1781static void 1713static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1714add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1715{
1784 object *skill_obj = NULL; 1716 object *skill_obj;
1785 sint64 limit, exp_to_add; 1717 sint64 limit, exp_to_add;
1786 int i; 1718 int i;
1787 1719
1788 /* prevents some forms of abuse. */ 1720 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1721 if (op->contr->braced)
1790 exp = exp / 5; 1722 exp /= 5;
1791 1723
1792 /* Try to find the matching skill. 1724 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1725 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1726 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1727 * the players inventory.
1796 */ 1728 */
1729 skill_obj = 0;
1730
1797 if (skill_name) 1731 if (skill_name)
1798 { 1732 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1733 skill_obj = op->contr->find_skill (skill_name);
1800 skill_obj = op->chosen_skill;
1801 else
1802 {
1803 for (i = 0; i < NUM_SKILLS; i++)
1804 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1805 {
1806 skill_obj = op->contr->last_skill_ob[i];
1807 break;
1808 }
1809 1734
1810 /* Player doesn't have the skill. Check to see what to do, and give 1735 /* Player doesn't have the skill. Check to see what to do, and give
1811 * it to the player if necessary 1736 * it to the player if necessary
1812 */ 1737 */
1813 if (!skill_obj) 1738 if (!skill_obj)
1814 { 1739 {
1815 if (flag == SK_EXP_NONE) 1740 if (flag == SK_EXP_NONE)
1816 return; 1741 return;
1742
1817 else if (flag == SK_EXP_ADD_SKILL) 1743 if (flag == SK_EXP_ADD_SKILL)
1818 give_skill_by_name (op, skill_name); 1744 skill_obj = give_skill_by_name (op, skill_name);
1819 }
1820 } 1745 }
1821 } 1746 }
1822 1747
1823 if (flag != SK_EXP_SKILL_ONLY) 1748 if (flag != SK_EXP_SKILL_ONLY)
1824 { 1749 {
1857 player_lvl_adj (op, skill_obj); 1782 player_lvl_adj (op, skill_obj);
1858 } 1783 }
1859} 1784}
1860 1785
1861/* This function checks to make sure that object 'op' can 1786/* This function checks to make sure that object 'op' can
1862 * lost 'exp' experience. It returns the amount of exp 1787 * lose 'exp' experience. It returns the amount of exp
1863 * object 'op' can in fact lose - it basically makes 1788 * object 'op' can in fact lose - it basically makes
1864 * adjustments based on permanent exp and the like. 1789 * adjustments based on permanent exp and the like.
1865 * This function should always be used for losing experience - 1790 * This function should always be used for losing experience -
1866 * the 'exp' value passed should be positive - this is the 1791 * the 'exp' value passed should be positive - this is the
1867 * amount that should get subtract from the player. 1792 * amount that should get subtract from the player.
1871{ 1796{
1872 sint64 del_exp; 1797 sint64 del_exp;
1873 1798
1874 if (exp > op->stats.exp) 1799 if (exp > op->stats.exp)
1875 exp = op->stats.exp; 1800 exp = op->stats.exp;
1801
1876 if (settings.permanent_exp_ratio) 1802 if (settings.permanent_exp_ratio)
1877 { 1803 {
1878 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1804 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1805
1879 if (del_exp < 0) 1806 if (del_exp < 0)
1880 del_exp = 0; 1807 del_exp = 0;
1808
1881 if (exp > del_exp) 1809 if (exp > del_exp)
1882 exp = del_exp; 1810 exp = del_exp;
1883 } 1811 }
1812
1884 return exp; 1813 return exp;
1885} 1814}
1886 1815
1887sint64 1816sint64
1888check_exp_adjust (const object *op, sint64 exp) 1817check_exp_adjust (const object *op, sint64 exp)
1889{ 1818{
1890 if (exp < 0) 1819 if (exp < 0)
1891 return check_exp_loss (op, exp); 1820 return check_exp_loss (op, exp);
1892 else 1821 else
1893 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1822 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1894} 1823}
1895
1896 1824
1897/* Subtracts experience from player. 1825/* Subtracts experience from player.
1898 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1826 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1899 * only subtract from the matching skill. Otherwise, 1827 * only subtract from the matching skill. Otherwise,
1900 * this subtracts a portion from all 1828 * this subtracts a portion from all
1914 sint64 del_exp; 1842 sint64 del_exp;
1915 1843
1916 for (tmp = op->inv; tmp; tmp = tmp->below) 1844 for (tmp = op->inv; tmp; tmp = tmp->below)
1917 if (tmp->type == SKILL && tmp->stats.exp) 1845 if (tmp->type == SKILL && tmp->stats.exp)
1918 { 1846 {
1919 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1847 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1920 { 1848 {
1921 del_exp = check_exp_loss (tmp, exp); 1849 del_exp = check_exp_loss (tmp, exp);
1922 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1923 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1924 } 1852 }
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1858 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1859 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1860 player_lvl_adj (op, tmp);
1933 } 1861 }
1934 } 1862 }
1863
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1864 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1865 {
1937 del_exp = check_exp_loss (op, exp); 1866 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1867 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1868 player_lvl_adj (op, NULL);
1940 } 1869 }
1941} 1870}
1942
1943
1944 1871
1945/* change_exp() - changes experience to a player/monster. This 1872/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1873 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1874 *
1948 * The exp passed is typically not modified much by this function - 1875 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1876 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1877 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1878 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1879 * these last two values are only used for players.
1953 */ 1880 */
1954
1955void 1881void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1882change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1883{
1958
1959#ifdef EXP_DEBUG 1884#ifdef EXP_DEBUG
1960# ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962# else
1963 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1885 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1886#endif
1966 1887
1967 /* safety */ 1888 /* safety */
1968 if (!op) 1889 if (!op)
1969 { 1890 {
2008 else 1929 else
2009 /* note that when you lose exp, it doesn't go against 1930 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1931 * a particular skill, so we don't need to pass that
2011 * along. 1932 * along.
2012 */ 1933 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1934 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1935 }
2016} 1936}
2017 1937
2018/* Applies a death penalty experience, the size of this is defined by the 1938/* Applies a death penalty experience, the size of this is defined by the
2019 * settings death_penalty_percentage and death_penalty_levels, and by the 1939 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1940 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1941 */
2022
2023void 1942void
2024apply_death_exp_penalty (object *op) 1943apply_death_exp_penalty (object *op)
2025{ 1944{
2026 object *tmp;
2027 sint64 loss; 1945 sint64 loss;
2028 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1946 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2029 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1947 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2030 1948
2031 for (tmp = op->inv; tmp; tmp = tmp->below) 1949 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2032 if (tmp->type == SKILL && tmp->stats.exp) 1950 if (tmp->type == SKILL && tmp->stats.exp)
2033 { 1951 {
2034
2035 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1952 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2036 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1953 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2037 1954
2038 /* With the revised exp system, you can get cases where 1955 /* With the revised exp system, you can get cases where
2039 * losing several levels would still require that you have more 1956 * losing several levels would still require that you have more
2041 * tables is a lot harder. 1958 * tables is a lot harder.
2042 */ 1959 */
2043 if (level_loss < 0) 1960 if (level_loss < 0)
2044 level_loss = 0; 1961 level_loss = 0;
2045 1962
2046 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1963 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2047 1964
2048 tmp->stats.exp -= loss; 1965 tmp->stats.exp -= loss;
2049 player_lvl_adj (op, tmp); 1966 player_lvl_adj (op, tmp);
2050 } 1967 }
2051 1968
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1969 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2053 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1970 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1971
2054 if (level_loss < 0) 1972 if (level_loss < 0)
2055 level_loss = 0; 1973 level_loss = 0;
1974
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1975 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2057 1976
2058 op->stats.exp -= loss; 1977 op->stats.exp -= loss;
2059 player_lvl_adj (op, NULL); 1978 player_lvl_adj (op, NULL);
2060} 1979}
2061 1980
2072 if (level > MAX_SAVE_LEVEL) 1991 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 1992 level = MAX_SAVE_LEVEL;
2074 1993
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1994 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 1995 return 0;
1996
2077 return 1; 1997 return 1;
2078} 1998}

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