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Comparing deliantra/server/common/living.C (file contents):
Revision 1.12 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.115 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 */
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 163extern sint64 *levels;
167#endif
168 164
169#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
170 166
171/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 193 "You're feeling clumsy!",
198 "You feel less healthy", 194 "You feel less healthy",
199 "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!",
200 "Your face gets distorted!", 198 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 199};
204const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 201 "You feel your strength return.",
206 "You feel your agility return.", 202 "You feel your agility return.",
207 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
208 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
209 "You feel your charisma return.", 207 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 208};
213const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 210 "You feel stronger.",
215 "You feel more agile.", 211 "You feel more agile.",
216 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
217 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
218 "You seem to look better.", 216 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 217};
222const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 219 "You feel weaker!",
224 "You feel clumsy!", 220 "You feel clumsy!",
225 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
226 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
227 "You look ugly!", 225 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 226};
231 227
232const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 230};
235 231
236const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 234};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 235
274/* 236/*
275 * 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)
276 * is added to the specified stat. 238 * is added to the specified stat.
277 */ 239 */
278
279void 240void
280change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
281{ 242{
282 if (value == 0) 243 stats->stat (attr) += value;
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310}
311
312/*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316sint8
317get_attr_value (const living * stats, int attr)
318{
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337} 244}
338 245
339/* 246/*
340 * 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
341 * 1-30 stat limit. 248 * 1-30 stat limit.
342 */ 249 */
343
344void 250void
345check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
346{ 252{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
351 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 257 }
354} 258}
355 259
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 261
358/* 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,
359 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
360 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
361 */ 265 */
362#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
363 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
364 268
365/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
366 270
367/* 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
368 * the object. 272 * the object.
369 * 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
370 * can be applied or not. 274 * can be applied or not.
371 * 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
372 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
373 * 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
374 * 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
375 * 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
376 * that gives them that ability. 280 * that gives them that ability.
377 */ 281 */
378int 282int
379change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
380{ 284{
381 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;
382 char message[MAX_BUF]; 287 char message[MAX_BUF];
383 int potion_max = 0; 288 int potion_max = 0;
384 289
385 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
386 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
387 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
388 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
389 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
390 296
391 if (op->type == PLAYER) 297 if (op->type == PLAYER)
392 { 298 {
393 if (tmp->type == POTION) 299 if (tmp->type == POTION)
394 { 300 {
395 potion_max = 1; 301 potion_max = 1;
302
396 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
397 { 304 {
398 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
399 306 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 307
403 /* 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 */
404 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
405 310
406 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
407 * potions do so right now, there is the potential for potions
408 * 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
409 * to allow for that. 313 * to allow for that.
410 */ 314 */
411 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 316 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 318 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
416 }
417 if (nstat != ostat) 320 if (nstat != ostat)
418 { 321 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 323 potion_max = 0;
421 } 324 }
422 else if (i) 325 else if (i)
423 { 326 {
424 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 328 potion_max = 1;
426 } 329 }
427 } 330 }
331
428 /* 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
429 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 334 * recalculates this anyway.
431 */ 335 */
432 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
433 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
434 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 340 } /* end of potion handling code */
436 } 341 }
437 342
438 /* 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
439 * everything to set 344 * everything to set
440 */ 345 */
441 if (flag == -1) 346 if (flag == -1)
442 { 347 {
443 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 353 * and not the other move_ fields.
449 */ 354 */
450 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
451 } 356 }
452 357
453 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
454 * 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
455 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
456 */ 361 */
457 fix_player (op); 362 op->update_stats ();
458 363
459 /* 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
460 * print out message if this is a bow. 365 * print out message if this is a bow.
461 */ 366 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 368 {
464 success = 1; 369 success = 1;
465 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.");
466 } 371 }
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
468 { 374 {
469 success = 1; 375 success = 1;
470 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.");
471 } 377 }
472 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])
473 { 380 {
474 success = 1; 381 success = 1;
475 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.");
476 } 383 }
477 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])
478 { 386 {
479 success = 1; 387 success = 1;
480 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.");
481 } 389 }
390
482 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
484 * 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
485 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 395 * from fly high)
487 */ 396 */
488 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
489 { 398 {
490 success = 1; 399 success = 1;
491 400
492 /* 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
493 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
494 */ 403 */
495 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))
496 { 405 {
497 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.");
498 } 407 }
499 408
500 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 410 {
502 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 412 * in that case, you don't actually land
504 */ 413 */
505 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
506 (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."));
507 } 416 }
417
508 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
509 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");
510
511 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op);
513 } 420 }
514 421
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 423 * originally undead may change their status
517 */ 424 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
520 { 427 {
521 success = 1; 428 success = 1;
522 if (flag > 0) 429 if (flag > 0)
523 { 430 {
524 op->race = "undead"; 431 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 433 }
527 else 434 else
528 { 435 {
529 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 438 }
532 } 439 }
533 440
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
535 { 442 {
536 success = 1; 443 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 445 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
540 { 448 {
541 success = 1; 449 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 451 }
452
544 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 454 * vision
546 */ 455 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
548 { 457 {
549 success = 1; 458 success = 1;
550 if (flag > 0) 459 if (flag > 0)
551 { 460 {
552 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else 463 else
555 { 464 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
559 op->contr->do_los = 1; 468 op->contr->do_los = 1;
560 } 469 }
561 } 470 }
562 else 471 else
563 { 472 {
564 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
566 else 475 else
567 { 476 {
568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
569 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
571 op->contr->do_los = 1; 480 op->contr->do_los = 1;
572 } 481 }
573 } 482 }
574 } 483 }
575 484
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
577 { 486 {
578 success = 1; 487 success = 1;
579 if (op->type == PLAYER) 488 if (op->type == PLAYER)
580 op->contr->do_los = 1; 489 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 } 491 }
583 492
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
585 { 494 {
586 success = 1; 495 success = 1;
587 if (flag > 0) 496 if (flag > 0)
588 { 497 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
591 else 500 else
592 { 501 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
594 if (op->type == PLAYER) 503 if (op->type == PLAYER)
595 op->contr->do_los = 1; 504 op->contr->do_los = 1;
596 } 505 }
597 } 506 }
598 else 507 else
599 { 508 {
600 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
602 else 511 else
603 { 512 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
605 if (op->type == PLAYER) 514 if (op->type == PLAYER)
638 success = 1; 547 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 } 549 }
641 550
642 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
644 { 553 {
645 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
647 556
648 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
649 { 558 {
650 success = 1; 559 success = 1;
560
651 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
653 else 563 else
654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
655 565
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 567 }
658 } 568 }
659 569
660 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
663 { 572 if (int i = tmp->stats.stat (j))
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 573 {
666 success = 1; 574 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 576 }
669 } 577
670 }
671 return success; 578 return success;
672} 579}
673 580
674/* 581/*
675 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 584 */
678
679void 585void
680drain_stat (object *op) 586object::drain_stat ()
681{ 587{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
683} 589}
684 590
685void 591void
686drain_specific_stat (object *op, int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
687{ 593{
688 object *tmp; 594 object *tmp;
689 archetype *at; 595 archetype *at;
690 596
691 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
692 if (!at) 598 if (!at)
693 { 599 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 601 return;
696 } 602 }
697 else 603 else
698 { 604 {
699 tmp = present_arch_in_ob (at, op); 605 tmp = present_arch_in_ob (at, this);
606
700 if (!tmp) 607 if (!tmp)
701 { 608 {
702 tmp = arch_to_object (at); 609 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
705 } 612 }
706 } 613 }
707 614
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 617 update_stats ();
711} 618}
712 619
713/* 620/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 622 * via an applied bad_luck object.
716 */ 623 */
717
718void 624void
719change_luck (object *op, int value) 625object::change_luck (int value)
720{ 626{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
726 if (!at) 628 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 630 else
729 { 631 {
730 tmp = present_arch_in_ob (at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
731 if (!tmp) 634 if (!tmp)
732 { 635 {
733 if (!value) 636 if (!value)
734 return; 637 return;
735 tmp = arch_to_object (at); 638
639 tmp = at->instance ();
736 tmp = insert_ob_in_ob (tmp, op); 640 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
738 } 642 }
643
739 if (value) 644 if (value)
740 { 645 {
741 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 648 * in op itself).
744 */ 649 */
745 new_luck = tmp->stats.luck + value; 650 int new_luck = tmp->stats.luck + value;
651
746 if (new_luck >= -100 && new_luck <= 100) 652 if (new_luck >= -100 && new_luck <= 100)
747 { 653 {
748 op->stats.luck += value; 654 stats.luck += value;
749 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
750 } 656 }
751 } 657 }
752 else 658 else
753 { 659 {
754 if (!tmp->stats.luck) 660 if (!tmp->stats.luck)
755 {
756 return; 661 return;
757 } 662
758 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
760 */ 665 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 667 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 669
765 op->stats.luck += diff; 670 stats.luck += diff;
766 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
767 } 672 }
768 } 673 }
769 } 674 }
770} 675}
771 676
772/* 677/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 679 */
775
776void 680void
777remove_statbonus (object *op) 681object::remove_statbonus ()
778{ 682{
779 op->stats.Str -= op->arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 684 {
781 op->stats.Con -= op->arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 686 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 688 }
785 op->stats.Int -= op->arch->clone.stats.Int;
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
793} 689}
794 690
795/* 691/*
796 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 693 */
798
799void 694void
800add_statbonus (object *op) 695object::add_statbonus ()
801{ 696{
802 op->stats.Str += op->arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 698 {
804 op->stats.Con += op->arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 700 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 702 }
808 op->stats.Int += op->arch->clone.stats.Int;
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
816} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
817 744
818/* 745/*
819 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
824 */ 751 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
828 */ 754 */
829
830void 755void
831fix_player (object *op) 756object::update_stats ()
832{ 757{
833 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 767
840 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 769 if (type == PLAYER)
842 { 770 {
771 contr->delayed_update = false;
772
843 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
844 { 774 stat_sum [i] = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 775
846 }
847 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 777 contr->encumbrance = 0;
849 778
850 op->attacktype = 0; 779 attacktype = 0;
780
851 op->contr->digestion = 0; 781 contr->digestion = 0;
852 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 786 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 787 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
869 op->slaying = 0; 792 slaying = 0;
870 793
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 795 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 798 }
876 799
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 803
889 op->path_attuned = op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 808
894 op->chosen_skill = NULL; 809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
895 814
896 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
897 * archetype clone 816 * archetype clone
898 */ 817 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
900 819
901 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
902 { 821 {
903 if (op->resist[i] > 0) 822 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
905 else 824 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 825 vuln[i] = -resist[i], prot[i] = 0;
826
907 potion_resist[i] = 0; 827 potion_resist[i] = -1000;
908 } 828 }
909 829
910 wc = op->arch->clone.stats.wc; 830 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
912 832
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 838 * that their protection from physical goes down
919 */ 839 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 841 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 844 }
925 else 845 else
926 ac = op->arch->clone.stats.ac; 846 ac = arch->stats.ac;
927 847
928 op->stats.luck = op->arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 849 speed = arch->speed;
850
851 chosen_skill = 0;
930 852
931 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
933 */ 855 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
936 { 857 {
937 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here.
939 */
940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 860 * then calls this function.
946 */ 861 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 863 continue;
950 } 864
865 glow_radius += tmp->glow_radius;
951 866
952 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
954 { 869 {
955 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
958 if (!mana_obj) 873 if (!mana_obj)
959 mana_obj = tmp; 874 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 875 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 876 mana_obj = tmp;
962 } 877 }
878
963 if (IS_GRACE_SKILL (tmp->subtype)) 879 if (IS_GRACE_SKILL (tmp->subtype))
964 { 880 {
965 if (!grace_obj) 881 if (!grace_obj)
966 grace_obj = tmp; 882 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp; 884 grace_obj = tmp;
969 } 885 }
970 } 886 }
971 887
972 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
973 * objects need to make adjustments. 889 * objects need to make adjustments.
974 * This block should handle all player specific changes 890 * This block should handle all player specific changes
975 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
976 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
979 * up, etc. 895 * up, etc.
980 */ 896 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 901 {
984 if (op->type == PLAYER) 902 if (type == PLAYER)
985 { 903 {
986 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
987 op->contr->ranges[range_bow] = tmp;
988 905
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991
992 for (i = 0; i < NUM_STATS; i++) 906 for (int i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 907 stat_sum [i] += tmp->stats.stat (i);
994 908
995 /* these are the items that currently can change digestion, regeneration, 909 if (digest_types [tmp->type])
996 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array.
998 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1005 { 910 {
1006 op->contr->digestion += tmp->stats.food; 911 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 912 contr->gen_hp += tmp->stats.hp;
913 if (tmp->type != BOW) // ugly exception for bows
1008 op->contr->gen_sp += tmp->stats.sp; 914 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 915 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 916 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power;
1012 } 917 }
1013 } /* if this is a player */ 918 } /* if this is a player */
919 else
920 {
921 if (tmp->type == WEAPON)
922 current_weapon = tmp;
923 }
1014 924
1015 /* Update slots used for items */ 925 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 926 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 927 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 928 slot[i].used += tmp->slot[i].info;
1020 }
1021 929
1022 if (tmp->type == SYMPTOM) 930 if (tmp->type == SYMPTOM)
1023 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 931 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1;
1027 }
1028 932
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 933 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 934 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 935 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 936 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 937 */
938 if (tmp->type == POTION_EFFECT)
939 for (int i = 0; i < NROFATTACKS; i++)
940 max_it (potion_resist[i], tmp->resist[i]);
1034 if (tmp->type != POTION) 941 else if (tmp->type != POTION)
942 for (int i = 0; i < NROFATTACKS; i++)
943 if (tmp->resist[i] > 0)
944 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
945 else if (tmp->resist[i] < 0)
946 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
947
948 /* There may be other things that should not adjust the attacktype */
949 if (tmp->type != SYMPTOM)
1035 { 950 {
1036 for (i = 0; i < NROFATTACKS; i++) 951 attacktype |= tmp->attacktype;
1037 { 952 path_attuned |= tmp->path_attuned;
1038 /* Potential for cursed potions, in which case we just can use 953 path_repelled |= tmp->path_repelled;
1039 * a straight MAX, as potion_resist is initialized to zero. 954 path_denied |= tmp->path_denied;
1040 */ 955 move_type |= tmp->move_type;
1041 if (tmp->type == POTION_EFFECT) 956 stats.luck += tmp->stats.luck;
1042 {
1043 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else
1046 potion_resist[i] = tmp->resist[i];
1047 }
1048 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1052 }
1053 } 957 }
1054 958
1055 /* There may be other things that should not adjust the attacktype */ 959 flag |= tmp->flag & copy_flags;
1056 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype;
1058 960
1059 op->path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type;
1064
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1066 SET_FLAG (op, FLAG_LIFESAVE);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1068 SET_FLAG (op, FLAG_REFL_SPELL);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1070 SET_FLAG (op, FLAG_REFL_MISSILE);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 961 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 962 SET_FLAG (this, FLAG_UNDEAD);
1082 963
964 //TODO: copy_flags?
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 965 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 966 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 967 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 968 invisible = 1;
1087 } 969 }
1088 970
1089 if (tmp->stats.exp && tmp->type != SKILL) 971 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 972 {
1091 if (tmp->stats.exp > 0) 973 if (tmp->stats.exp > 0)
1092 { 974 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 975 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 976 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 977 }
1096 else 978 else
1097 added_speed += (float) tmp->stats.exp; 979 added_speed += tmp->stats.exp;
1098 } 980 }
1099 981
1100 switch (tmp->type) 982 switch (tmp->type)
1101 { 983 {
1102 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */
1104 case SKILL: 984 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 985 {
986 // some skills will end up here without counting as "applied"
987 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_APPLY)
1106 break; 988 break;
1107 989
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 990 if (chosen_skill)
991 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 992 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
993 &name, &chosen_skill->name, &tmp->name);
1113 994
995 tmp->flag [FLAG_APPLIED] = false;
996 update_stats ();
997 return;
998 }
999
1114 op->chosen_skill = tmp; 1000 chosen_skill = tmp;
1115 1001
1116 if (tmp->stats.dam > 0) 1002 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1003 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1004 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1005 weapon_speed = max (0, WEAPON_SPEED (tmp));
1120 if (weapon_speed < 0) 1006
1121 weapon_speed = 0;
1122 weapon_weight = tmp->weight; 1007 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1008 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1009
1124 if (tmp->magic) 1010 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1011 stats.dam += tmp->magic;
1126 } 1012 }
1127 1013
1128 if (tmp->stats.wc) 1014 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1015 wc -= tmp->stats.wc + tmp->magic;
1130 1016
1131 if (tmp->slaying != NULL) 1017 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1018 slaying = tmp->slaying;
1133 1019
1134 if (tmp->stats.ac) 1020 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1021 ac -= tmp->stats.ac + tmp->magic;
1022
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1023 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1024 contr->encumbrance += 3 * tmp->weight / 1000;
1025 }
1138 1026
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1027 break;
1142 1028
1143 case SKILL_TOOL:
1144 if (op->chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1147 }
1148 op->chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break;
1152
1153 case SHIELD: 1029 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1030 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1031 contr->encumbrance += tmp->weight / 2000;
1032 //FALLTHROUGH
1156 case RING: 1033 case RING:
1157 case AMULET: 1034 case AMULET:
1158 case GIRDLE: 1035 case GIRDLE:
1159 case HELMET: 1036 case HELMET:
1160 case BOOTS: 1037 case BOOTS:
1161 case GLOVES: 1038 case GLOVES:
1162 case CLOAK: 1039 case CLOAK:
1163 if (tmp->stats.wc) 1040 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1041 wc -= tmp->stats.wc + tmp->magic;
1042
1165 if (tmp->stats.dam) 1043 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1044 stats.dam += tmp->stats.dam + tmp->magic;
1045
1167 if (tmp->stats.ac) 1046 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1047 ac -= tmp->stats.ac + tmp->magic;
1048
1169 break; 1049 break;
1170 1050
1051 case WAND:
1052 case ROD:
1053 case HORN:
1054 break;
1055
1056 case BOW:
1171 case WEAPON: 1057 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1058 wc -= tmp->stats.wc + tmp->magic;
1059
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1060 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1061 ac -= tmp->stats.ac + tmp->magic;
1062
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1063 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1064 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1065 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1066
1178 if (weapon_speed < 0) 1067 if (weapon_speed < 0)
1179 weapon_speed = 0; 1068 weapon_speed = 0;
1069
1180 op->slaying = tmp->slaying; 1070 slaying = tmp->slaying;
1071
1181 /* If there is desire that two handed weapons should do 1072 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1073 * extra strength damage, this is where the code should
1183 * go. 1074 * go.
1184 */ 1075 */
1185 op->current_weapon = tmp; 1076
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1077 if (type == PLAYER)
1078 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1079 contr->encumbrance += tmp->weight * 3 / 1000;
1188 1080
1189 break; 1081 break;
1190 1082
1191 case ARMOUR: /* Only the best of these three are used: */ 1083 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1084 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1085 contr->encumbrance += tmp->weight / 1000;
1194 1086
1195 case BRACERS: 1087 case BRACERS:
1196 case FORCE: 1088 case FORCE:
1197 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1198 { 1090 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1094 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1095 }
1204 else 1096 else
1205 wc += tmp->stats.wc + tmp->magic; 1097 wc += tmp->stats.wc + tmp->magic;
1206 } 1098 }
1099
1207 if (tmp->stats.ac) 1100 if (tmp->stats.ac)
1208 { 1101 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1102 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1103 {
1211 ac += best_ac; /* Remove last bonus */ 1104 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1105 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1106 }
1214 else /* To nullify the below effect */ 1107 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1108 ac += tmp->stats.ac + tmp->magic;
1216 } 1109 }
1110
1217 if (tmp->stats.wc) 1111 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1112 wc -= tmp->stats.wc + tmp->magic;
1113
1219 if (tmp->stats.ac) 1114 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1115 ac -= tmp->stats.ac + tmp->magic;
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1116
1117 if (ARMOUR_SPEED (tmp))
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1118 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1119
1223 break; 1120 break;
1224 } /* switch tmp->type */ 1121 } /* switch tmp->type */
1225 } /* item is equipped */ 1122 } /* item is equipped */
1226 } /* for loop of items */ 1123 } /* for loop of items */
1124
1125 min_it (glow_radius, MAX_LIGHT_RADIUS);
1227 1126
1228 /* We've gone through all the objects the player has equipped. For many things, we 1127 /* We've gone through all the objects the player has equipped. For many things, we
1229 * have generated intermediate values which we now need to assign. 1128 * have generated intermediate values which we now need to assign.
1230 */ 1129 */
1231 1130
1233 * If there is an uncursed potion in effect, granting more protection 1132 * If there is an uncursed potion in effect, granting more protection
1234 * than that, we take: 'total resistance = resistance from potion'. 1133 * than that, we take: 'total resistance = resistance from potion'.
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1134 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1135 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1136 */
1238 for (i = 0; i < NROFATTACKS; i++) 1137 for (int i = 0; i < NROFATTACKS; i++)
1239 { 1138 {
1240 op->resist[i] = prot[i] - vuln[i]; 1139 resist[i] = prot[i] - vuln[i];
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1140
1141 if (potion_resist[i] != -1000
1142 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1242 op->resist[i] = potion_resist[i]; 1143 resist[i] = potion_resist[i];
1144 }
1145
1146 if (type == PLAYER)
1243 } 1147 {
1148 // clamp various player stats
1149 for (int i = 0; i < NUM_STATS; ++i)
1150 stats.stat (i) = stat_sum [i];
1244 1151
1152 check_stat_bounds (&stats);
1153
1154 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1155
1245 /* Figure out the players sp/mana/hp totals. */ 1156 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER)
1247 {
1248 int pl_level; 1157 int pl_level;
1249 1158
1250 check_stat_bounds (&(op->stats));
1251 pl_level = op->level;
1252
1253 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1159 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1255 1160
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1161 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1162 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1163 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1164 stats.maxhp = 0;
1165 for (int i = 1; i <= min (10, pl_level); i++)
1260 { 1166 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1167 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1168
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1169 if (i % 2 && con_bonus[stats.Con] % 2)
1263 {
1264 if (con_bonus[op->stats.Con] > 0) 1170 if (con_bonus[stats.Con] > 0)
1265 j++; 1171 j++;
1266 else 1172 else
1267 j--; 1173 j--;
1268 } 1174
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1175 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1176 }
1271 1177
1272 for (i = 11; i <= op->level; i++) 1178 stats.maxhp += 2 * max (0, level - 10);
1273 op->stats.maxhp += 2;
1274 1179
1275 if (op->stats.hp > op->stats.maxhp) 1180 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1181 stats.hp = stats.maxhp;
1277 1182
1278 /* Sp gain is controlled by the level of the player's 1183 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1184 * relevant experience object (mana_obj, see above)
1280 */ 1185 */
1281 /* following happen when skills system is not used */ 1186 /* following happen when skills system is not used */
1282 if (!mana_obj) 1187 if (!mana_obj)
1283 mana_obj = op; 1188 mana_obj = this;
1189
1284 if (!grace_obj) 1190 if (!grace_obj)
1285 grace_obj = op; 1191 grace_obj = this;
1192
1286 /* set maxsp */ 1193 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1194 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1195 mana_obj = this;
1289 1196
1290 if (mana_obj == op && op->type == PLAYER) 1197 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1198 stats.maxsp = 1;
1293 }
1294 else 1199 else
1295 { 1200 {
1296 sp_tmp = 0.0; 1201 float sp_tmp = 0.f;
1202
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1203 for (int i = 1; i <= min (10, mana_obj->level); i++)
1298 { 1204 {
1299 float stmp; 1205 float stmp;
1300 1206
1301 /* Got some extra bonus at first level */ 1207 /* Got some extra bonus at first level */
1302 if (i < 2) 1208 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1209 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1210 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1211 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1212
1310 if (stmp < 1.0)
1311 stmp = 1.0;
1312 sp_tmp += stmp; 1213 sp_tmp += max (1.f, stmp);
1313 } 1214 }
1314 op->stats.maxsp = (int) sp_tmp;
1315 1215
1316 for (i = 11; i <= mana_obj->level; i++) 1216 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1317 op->stats.maxsp += 2;
1318 } 1217 }
1218
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1219 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1220 stats.sp = min (stats.sp, stats.maxsp * 2);
1321 op->stats.sp = op->stats.maxsp * 2;
1322 1221
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1222 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1223 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1224 grace_obj = this;
1326 1225
1327 if (grace_obj == op && op->type == PLAYER) 1226 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1227 stats.maxgrace = 1;
1330 }
1331 else 1228 else
1332 { 1229 {
1333 /* store grace in a float - this way, the divisions below don't create 1230 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then 1231 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next 1232 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1233 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1234 */
1338 sp_tmp = 0.0; 1235 float sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1236
1237 for (int i = 1; i <= min (10, grace_obj->level); i++)
1340 { 1238 {
1341 float grace_tmp = 0.0; 1239 float grace_tmp = 0.f;
1342 1240
1343 /* Got some extra bonus at first level */ 1241 /* Got some extra bonus at first level */
1344 if (i < 2) 1242 if (i < 2)
1345 { 1243 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1244 else
1350 { 1245 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1246
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0;
1356 sp_tmp += grace_tmp; 1247 sp_tmp += max (1.f, grace_tmp);
1357 } 1248 }
1358 op->stats.maxgrace = (int) sp_tmp;
1359 1249
1360 /* two grace points per level after 11 */ 1250 /* two grace points per level after 10 */
1361 for (i = 11; i <= grace_obj->level; i++) 1251 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1362 op->stats.maxgrace += 2;
1363 } 1252 }
1253
1364 /* No limit on grace vs maxgrace */ 1254 /* No limit on grace vs maxgrace */
1365 1255
1366 if (op->contr->braced) 1256 if (contr->braced)
1367 { 1257 {
1368 ac += 2; 1258 ac += 2;
1369 wc += 4; 1259 wc += 4;
1370 } 1260 }
1371 else 1261 else
1372 ac -= dex_bonus[op->stats.Dex]; 1262 ac -= dex_bonus[stats.Dex];
1373 1263
1374 /* In new exp/skills system, wc bonuses are related to 1264 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1265 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1266 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1267 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1270 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1271 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1272 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1273 * monster bonus the same as before. -b.t.
1384 */ 1274 */
1275 object *wc_obj = chosen_skill;
1385 1276
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1277 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1278 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1279 wc -= wc_obj->level + thaco_bonus[stats.Str];
1280
1389 for (i = 1; i < wc_obj->level; i++) 1281 for (int i = 1; i < wc_obj->level; i++)
1390 { 1282 {
1391 /* addtional wc every 6 levels */ 1283 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1284 if (!(i % 6))
1393 wc--; 1285 wc--;
1286
1394 /* addtional dam every 4 levels. */ 1287 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1288 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1289 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1290 }
1398 } 1291 }
1399 else 1292 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1293 wc -= level + thaco_bonus[stats.Str];
1401 1294
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1295 stats.dam += dam_bonus[stats.Str];
1403 1296
1404 if (op->stats.dam < 1) 1297 if (stats.dam < 1)
1405 op->stats.dam = 1; 1298 stats.dam = 1;
1406 1299
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1300 speed = 1.f + speed_bonus[stats.Dex];
1301
1408 if (settings.search_items && op->contr->search_str[0]) 1302 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1303 speed -= 1;
1410 if (op->attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype;
1412
1413 } /* End if player */ 1304 } /* End if player */
1414 1305
1415 if (added_speed >= 0) 1306 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1307 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1308 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1309 speed /= 1.f - added_speed;
1419 1310
1420 /* Max is determined by armour */ 1311 /* Max is determined by armour */
1421 if (op->speed > max) 1312 speed = min (speed, max_speed);
1422 op->speed = max;
1423 1313
1424 if (op->type == PLAYER) 1314 if (type == PLAYER)
1425 { 1315 {
1426 /* f is a number the represents the number of kg above (positive num) 1316 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above 1317 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1318 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1319 * much above he is, and what is max carry is
1430 */ 1320 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1321 float f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1322 if (f > 0.f)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1323 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1324 }
1435 1325
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1326 speed += bonus_speed / 10.f; /* Not affected by limits */
1327 speed *= speed_reduce_from_disease;
1437 1328
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1329 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1330 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1440 */ 1331 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1332 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1442 1333
1443 if (op->speed < 0.01 && op->type == PLAYER) 1334 if (speed != old_speed)
1444 op->speed = 0.01; 1335 set_speed (speed);
1445 1336
1446 if (op->type == PLAYER) 1337 if (type == PLAYER)
1447 { 1338 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1339 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1340 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1341 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1342 * that would just be a real pain to read.
1454 */ 1343 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1344 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1345 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1346 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1347 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1348 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1349 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1350
1351 K *= (4 + level) * 1.2f / (6 + level);
1352
1462 if (K <= 0) 1353 if (K <= 0.01f)
1463 K = 0.01; 1354 K = 0.01f;
1464 S = op->speed / (K * s); 1355
1465 op->contr->weapon_sp = S; 1356 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1357 }
1358
1467 /* I want to limit the power of small monsters with big weapons: */ 1359 /* I want to limit the power of small monsters with big weapons: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1360 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1361 stats.dam = arch->stats.dam * 3;
1470 1362
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1363 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1364 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1473 * so its value is the same.
1474 */
1475 if (wc > 120)
1476 wc = 120;
1477 else if (wc < -120)
1478 wc = -120;
1479 op->stats.wc = wc;
1480
1481 if (ac > 120)
1482 ac = 120;
1483 else if (ac < -120)
1484 ac = -120;
1485 op->stats.ac = ac;
1486 1365
1487 /* if for some reason the creature doesn't have any move type, 1366 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1367 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1368 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1369 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1370 * one or the other.
1492 */ 1371 */
1493 if (op->move_type == 0) 1372 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1373 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1374 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1375 move_type &= ~MOVE_WALK;
1497 1376
1498 update_ob_speed (op); 1377 // now apply the new move_type
1378 if (this->move_type != move_type)
1379 change_move_type (move_type);
1499 1380
1500 /* It is quite possible that a player's spell costing might have changed, 1381 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1382 * so we will check that now.
1502 */ 1383 */
1503 if (op->type == PLAYER) 1384 if (is_player ())
1504 esrv_update_spells (op->contr); 1385 contr->update_spells ();
1386
1387 // update the mapspace, if we are on a map
1388 if (!flag [FLAG_REMOVED] && map)
1389 map->at (x, y).flags_ = 0;
1390}
1391
1392void
1393object::set_glow_radius (sint8 rad)
1394{
1395 glow_radius = rad;
1396
1397 if (is_on_map ())
1398 update_all_los (map, x, y);
1399 else if (object *env = outer_env ())
1400 {
1401 env->update_stats ();
1402
1403 if (env->is_on_map ())
1404 update_all_los (env->map, env->x, env->y);
1405 }
1505} 1406}
1506 1407
1507/* 1408/*
1508 * Returns true if the given player is a legal class. 1409 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1410 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1411 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1412 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1413 * false otherwise.
1513 */ 1414 */
1514
1515int 1415int
1516allowed_class (const object *op) 1416allowed_class (const object *op)
1517{ 1417{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1418 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1419 && op->stats.Str > 0
1420 && op->stats.Con > 0
1421 && op->stats.Int > 0
1422 && op->stats.Wis > 0
1423 && op->stats.Pow > 0
1424 && op->stats.Cha > 0;
1520} 1425}
1521 1426
1522/* 1427/*
1523 * set the new dragon name after gaining levels or 1428 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1429 * changing ability focus (later this can be extended to
1525 * eventually change the player's face and animation) 1430 * eventually change the player's face and animation)
1526 *
1527 * Note that the title is written to 'own_title' in the
1528 * player struct. This should be changed to 'ext_title'
1529 * as soon as clients support this!
1530 * Please, anyone, write support for 'ext_title'.
1531 */ 1431 */
1532void 1432void
1533set_dragon_name (object *pl, const object *abil, const object *skin) 1433set_dragon_name (object *pl, const object *abil, const object *skin)
1534{ 1434{
1535 int atnr = -1; /* attacknumber of highest level */ 1435 int atnr = -1; /* attacknumber of highest level */
1553 /* now if there are equals at highest level, pick the one with focus, 1453 /* now if there are equals at highest level, pick the one with focus,
1554 or else at random */ 1454 or else at random */
1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1455 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1556 atnr = abil->stats.exp; 1456 atnr = abil->stats.exp;
1557 1457
1558 level = (int) (level / 5.);
1559
1560 /* now set the new title */ 1458 /* now set the new title */
1561 if (pl->contr != NULL)
1562 {
1563 if (level == 0)
1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1459 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1565 else if (level == 1)
1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1460 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1567 else if (level == 2)
1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1461 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1569 else if (level == 3)
1570 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1462 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1571 else 1463 else
1572 { 1464 {
1573 /* special titles for extra high resistance! */ 1465 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1466 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1467 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1578 else
1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1468 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1580 }
1581 } 1469 }
1582 1470
1583 strcpy (pl->contr->own_title, ""); 1471 strcpy (pl->contr->own_title, "");
1584} 1472}
1585 1473
1586/* 1474/*
1587 * This function is called when a dragon-player gains 1475 * This function is called when a dragon-player gains
1588 * an overall level. Here, the dragon might gain new abilities 1476 * an overall level. Here, the dragon might gain new abilities
1589 * or change the ability-focus. 1477 * or change the ability-focus.
1590 */ 1478 */
1591void 1479static void
1592dragon_level_gain (object *who) 1480dragon_level_gain (object *who)
1593{ 1481{
1594 object *abil = NULL; /* pointer to dragon ability force */ 1482 object *abil = NULL; /* pointer to dragon ability force */
1595 object *skin = NULL; /* pointer to dragon skin force */ 1483 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1484 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1485 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1486
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1487 /* now grab the 'dragon_ability'-forces from the player's inventory */
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1488 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1489 if (tmp->type == FORCE)
1603 { 1490 if (tmp->arch->archname == shstr_dragon_ability_force)
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1605 abil = tmp; 1491 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1492 else if (tmp->arch->archname == shstr_dragon_skin_force)
1607 skin = tmp; 1493 skin = tmp;
1608 } 1494
1609 }
1610 /* if the force is missing -> bail out */ 1495 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1496 if (abil == NULL)
1612 return; 1497 return;
1613 1498
1614 /* The ability_force keeps track of maximum level ever achieved. 1499 /* The ability_force keeps track of maximum level ever achieved.
1655 object *skill_obj; 1540 object *skill_obj;
1656 1541
1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1542 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1658 if (!skill_obj) 1543 if (!skill_obj)
1659 { 1544 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1545 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1661 return NULL; 1546 return NULL;
1662 } 1547 }
1548
1663 /* clear the flag - exp goes into this bucket, but player 1549 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1550 * still doesn't know it.
1665 */ 1551 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1552 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1553 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1554 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1555 op->insert (skill_obj);
1670 if (op->contr) 1556
1671 { 1557 if (player *pl = op->contr)
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1558 pl->link_skills ();
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1559
1674 }
1675 return skill_obj; 1560 return skill_obj;
1676} 1561}
1677
1678 1562
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1563/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1564 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1565 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1566 * don't really gain levels
1685 */ 1569 */
1686void 1570void
1687player_lvl_adj (object *who, object *op) 1571player_lvl_adj (object *who, object *op)
1688{ 1572{
1689 char buf[MAX_BUF]; 1573 char buf[MAX_BUF];
1574 bool changed = false;
1690 1575
1691 if (!op) /* when rolling stats */ 1576 if (!op) /* when rolling stats */
1692 op = who; 1577 op = who;
1693 1578
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1579 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1580 {
1581 changed = true;
1582
1696 op->level++; 1583 op->level++;
1697 1584
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1585 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1699 dragon_level_gain (who); 1586 dragon_level_gain (who);
1700 1587
1701 /* Only roll these if it is the player (who) that gained the level */ 1588 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1589 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1590 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1591 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1592 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1593 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1594 }
1708 1595
1709 fix_player (who);
1710 if (op->level > 1) 1596 if (op->level > 1)
1711 { 1597 {
1712 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1599 {
1600 who->contr->play_sound (sound_find ("skill_up"));
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1601 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1602 }
1714 else 1603 else
1604 {
1605 who->contr->play_sound (sound_find ("level_up"));
1715 sprintf (buf, "You are now level %d.", op->level); 1606 sprintf (buf, "You are now level %d.", op->level);
1607 }
1608
1716 if (who) 1609 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1610 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1611 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1612 }
1613
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1614 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1615 {
1616 changed = true;
1617
1723 op->level--; 1618 op->level--;
1724 fix_player (who); 1619
1725 if (op->type != PLAYER) 1620 if (op->type != PLAYER)
1726 { 1621 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1623 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1624 }
1730 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1625 }
1732 /* check if the spell data has changed */ 1626
1733 esrv_update_spells (who->contr); 1627 if (changed)
1628 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1734} 1629}
1735 1630
1736/* 1631/*
1737 * Returns how much experience is needed for a player to become 1632 * Returns how much experience is needed for a player to become
1738 * the given level. level should really never exceed max_level 1633 * the given level. level should really never exceed max_level
1741sint64 1636sint64
1742level_exp (int level, double expmul) 1637level_exp (int level, double expmul)
1743{ 1638{
1744 if (level > settings.max_level) 1639 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1640 return (sint64) (expmul * levels[settings.max_level]);
1641
1746 return (sint64) (expmul * levels[level]); 1642 return (sint64) (expmul * levels[level]);
1747} 1643}
1748 1644
1749/* 1645/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1646 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1667 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1668 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1669 op->perm_exp = MAX_EXPERIENCE;
1774} 1670}
1775 1671
1776
1777/* Add experience to a player - exp should only be positive. 1672/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1673 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1674 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1675 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1676 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1677 * flag is what to do if the player doesn't have the skill:
1783 */ 1678 */
1784
1785static void 1679static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1680add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1681{
1788 object *skill_obj = NULL; 1682 object *skill_obj;
1789 sint64 limit, exp_to_add; 1683 sint64 limit, exp_to_add;
1790 int i; 1684 int i;
1791 1685
1792 /* prevents some forms of abuse. */ 1686 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1687 if (op->contr->braced)
1794 exp = exp / 5; 1688 exp /= 5;
1795 1689
1796 /* Try to find the matching skill. 1690 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1691 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1692 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1693 * the players inventory.
1800 */ 1694 */
1695 skill_obj = 0;
1696
1801 if (skill_name) 1697 if (skill_name)
1802 { 1698 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1699 skill_obj = op->contr->find_skill (skill_name);
1804 skill_obj = op->chosen_skill;
1805 else
1806 {
1807 for (i = 0; i < NUM_SKILLS; i++)
1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1809 {
1810 skill_obj = op->contr->last_skill_ob[i];
1811 break;
1812 }
1813 1700
1814 /* Player doesn't have the skill. Check to see what to do, and give 1701 /* Player doesn't have the skill. Check to see what to do, and give
1815 * it to the player if necessary 1702 * it to the player if necessary
1816 */ 1703 */
1817 if (!skill_obj) 1704 if (!skill_obj)
1818 { 1705 {
1819 if (flag == SK_EXP_NONE) 1706 if (flag == SK_EXP_NONE)
1820 return; 1707 return;
1708
1821 else if (flag == SK_EXP_ADD_SKILL) 1709 if (flag == SK_EXP_ADD_SKILL)
1822 give_skill_by_name (op, skill_name); 1710 skill_obj = give_skill_by_name (op, skill_name);
1823 }
1824 } 1711 }
1825 } 1712 }
1826 1713
1827 if (flag != SK_EXP_SKILL_ONLY) 1714 if (flag != SK_EXP_SKILL_ONLY)
1828 { 1715 {
1861 player_lvl_adj (op, skill_obj); 1748 player_lvl_adj (op, skill_obj);
1862 } 1749 }
1863} 1750}
1864 1751
1865/* This function checks to make sure that object 'op' can 1752/* This function checks to make sure that object 'op' can
1866 * lost 'exp' experience. It returns the amount of exp 1753 * lose 'exp' experience. It returns the amount of exp
1867 * object 'op' can in fact lose - it basically makes 1754 * object 'op' can in fact lose - it basically makes
1868 * adjustments based on permanent exp and the like. 1755 * adjustments based on permanent exp and the like.
1869 * This function should always be used for losing experience - 1756 * This function should always be used for losing experience -
1870 * the 'exp' value passed should be positive - this is the 1757 * the 'exp' value passed should be positive - this is the
1871 * amount that should get subtract from the player. 1758 * amount that should get subtract from the player.
1872 */ 1759 */
1873sint64 1760static sint64
1874check_exp_loss (const object *op, sint64 exp) 1761check_exp_loss (const object *op, sint64 exp)
1875{ 1762{
1876 sint64 del_exp; 1763 sint64 del_exp;
1877 1764
1878 if (exp > op->stats.exp) 1765 if (exp > op->stats.exp)
1879 exp = op->stats.exp; 1766 exp = op->stats.exp;
1767
1880 if (settings.permanent_exp_ratio) 1768 if (settings.permanent_exp_ratio)
1881 { 1769 {
1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1770 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1771
1883 if (del_exp < 0) 1772 if (del_exp < 0)
1884 del_exp = 0; 1773 del_exp = 0;
1774
1885 if (exp > del_exp) 1775 if (exp > del_exp)
1886 exp = del_exp; 1776 exp = del_exp;
1887 } 1777 }
1778
1888 return exp; 1779 return exp;
1889} 1780}
1890 1781
1891sint64 1782sint64
1892check_exp_adjust (const object *op, sint64 exp) 1783check_exp_adjust (const object *op, sint64 exp)
1893{ 1784{
1894 if (exp < 0) 1785 if (exp < 0)
1895 return check_exp_loss (op, exp); 1786 return check_exp_loss (op, exp);
1896 else 1787 else
1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1788 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1898} 1789}
1899
1900 1790
1901/* Subtracts experience from player. 1791/* Subtracts experience from player.
1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1792 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1903 * only subtract from the matching skill. Otherwise, 1793 * only subtract from the matching skill. Otherwise,
1904 * this subtracts a portion from all 1794 * this subtracts a portion from all
1918 sint64 del_exp; 1808 sint64 del_exp;
1919 1809
1920 for (tmp = op->inv; tmp; tmp = tmp->below) 1810 for (tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->type == SKILL && tmp->stats.exp) 1811 if (tmp->type == SKILL && tmp->stats.exp)
1922 { 1812 {
1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1813 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1924 { 1814 {
1925 del_exp = check_exp_loss (tmp, exp); 1815 del_exp = check_exp_loss (tmp, exp);
1926 tmp->stats.exp -= del_exp; 1816 tmp->stats.exp -= del_exp;
1927 player_lvl_adj (op, tmp); 1817 player_lvl_adj (op, tmp);
1928 } 1818 }
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1824 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1825 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1826 player_lvl_adj (op, tmp);
1937 } 1827 }
1938 } 1828 }
1829
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1830 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1831 {
1941 del_exp = check_exp_loss (op, exp); 1832 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1833 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1834 player_lvl_adj (op, NULL);
1944 } 1835 }
1945} 1836}
1946
1947
1948 1837
1949/* change_exp() - changes experience to a player/monster. This 1838/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1839 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1840 *
1952 * The exp passed is typically not modified much by this function - 1841 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1842 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1843 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1844 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1845 * these last two values are only used for players.
1957 */ 1846 */
1958
1959void 1847void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1848change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1849{
1962
1963#ifdef EXP_DEBUG 1850#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1851 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1852#endif
1970 1853
1971 /* safety */ 1854 /* safety */
1972 if (!op) 1855 if (!op)
1973 { 1856 {
2012 else 1895 else
2013 /* note that when you lose exp, it doesn't go against 1896 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1897 * a particular skill, so we don't need to pass that
2015 * along. 1898 * along.
2016 */ 1899 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1900 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1901 }
2020} 1902}
2021 1903
2022/* Applies a death penalty experience, the size of this is defined by the 1904/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 1905 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1906 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1907 */
2026
2027void 1908void
2028apply_death_exp_penalty (object *op) 1909apply_death_exp_penalty (object *op)
2029{ 1910{
2030 object *tmp;
2031 sint64 loss; 1911 sint64 loss;
2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1912 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1913 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2034 1914
2035 for (tmp = op->inv; tmp; tmp = tmp->below) 1915 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2036 if (tmp->type == SKILL && tmp->stats.exp) 1916 if (tmp->type == SKILL && tmp->stats.exp)
2037 { 1917 {
2038
2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1918 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1919 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2041 1920
2042 /* With the revised exp system, you can get cases where 1921 /* With the revised exp system, you can get cases where
2043 * losing several levels would still require that you have more 1922 * losing several levels would still require that you have more
2044 * exp than you currently have - this is true if the levels 1923 * exp than you currently have - this is true if the levels
2045 * tables is a lot harder. 1924 * tables is a lot harder.
2046 */ 1925 */
2047 if (level_loss < 0) 1926 if (level_loss < 0)
2048 level_loss = 0; 1927 level_loss = 0;
2049 1928
2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1929 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2051 1930
2052 tmp->stats.exp -= loss; 1931 tmp->stats.exp -= loss;
2053 player_lvl_adj (op, tmp); 1932 player_lvl_adj (op, tmp);
2054 } 1933 }
2055 1934
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1935 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2057 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1936 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1937
2058 if (level_loss < 0) 1938 if (level_loss < 0)
2059 level_loss = 0; 1939 level_loss = 0;
1940
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1941 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2061 1942
2062 op->stats.exp -= loss; 1943 op->stats.exp -= loss;
2063 player_lvl_adj (op, NULL); 1944 player_lvl_adj (op, NULL);
2064} 1945}
2065 1946
2076 if (level > MAX_SAVE_LEVEL) 1957 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 1958 level = MAX_SAVE_LEVEL;
2078 1959
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1960 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 1961 return 0;
1962
2081 return 1; 1963 return 1;
2082} 1964}

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