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Comparing deliantra/server/common/living.C (file contents):
Revision 1.15 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.135 by root, Sat Nov 17 22:02:47 2018 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 */
33static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
36}; 36};
37 37
38/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 40 * advancement. -b.t.
41 */ 41 */
42static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
50}; 50};
51 51
52/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
55 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
56 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
57 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
58 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 59 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
61 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 63 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
108 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 109 * before, you need to start someplace.
110 */ 110 */
111 111
112const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 113 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 120};
121 121
122const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
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 MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 191 "You're feeling clumsy!",
194 "You feel less healthy", 192 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
196 "Your face gets distorted!", 196 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 197};
200const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 199 "You feel your strength return.",
202 "You feel your agility return.", 200 "You feel your agility return.",
203 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
204 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
205 "You feel your charisma return.", 205 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 206};
209const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 208 "You feel stronger.",
211 "You feel more agile.", 209 "You feel more agile.",
212 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
213 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
214 "You seem to look better.", 214 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 215};
218const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 217 "You feel weaker!",
220 "You feel clumsy!", 218 "You feel clumsy!",
221 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
222 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
223 "You look ugly!", 223 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 224};
227 225
228const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 228};
231 229
232const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 232};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 233
270/* 234/*
271 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274
275void 238void
276change_attr_value (living * stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
277{ 240{
278 if (value == 0) 241 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 242}
334 243
335/* 244/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 246 * 1-30 stat limit.
338 */ 247 */
339
340void 248void
341check_stat_bounds (living * stats) 249check_stat_bounds (living *stats)
342{ 250{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
347 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 255 }
350} 256}
351 257
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 259
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
356 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
357 */ 263 */
358#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
360 266
361/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362 268
363/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 270 * the object.
365 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 272 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 278 * that gives them that ability.
373 */ 279 */
374int 280int
375change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
376{ 282{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
378 char message[MAX_BUF]; 285 char message[MAX_BUF];
379 int potion_max = 0; 286 int potion_max = 0;
380 287
381 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 290 MoveType prev_move_type = op->move_type;
384 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 294
387 if (op->type == PLAYER) 295 if (op->type == PLAYER)
388 { 296 {
389 if (tmp->type == POTION) 297 if (tmp->type == POTION)
390 { 298 {
391 potion_max = 1; 299 potion_max = 1;
300
392 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
393 { 302 {
394 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
395 304 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 305
399 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
401 308
402 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
405 * to allow for that. 311 * to allow for that.
406 */ 312 */
407 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 314 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 316 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
412 }
413 if (nstat != ostat) 318 if (nstat != ostat)
414 { 319 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 321 potion_max = 0;
417 } 322 }
418 else if (i) 323 else if (i)
419 { 324 {
420 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 326 potion_max = 1;
422 } 327 }
423 } 328 }
329
424 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 332 * recalculates this anyway.
427 */ 333 */
428 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
430 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 338 } /* end of potion handling code */
432 } 339 }
433 340
434 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 342 * everything to set
436 */ 343 */
437 if (flag == -1) 344 if (flag == -1)
438 { 345 {
439 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 351 * and not the other move_ fields.
445 */ 352 */
446 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
447 } 354 }
448 355
449 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
452 */ 359 */
453 fix_player (op); 360 op->update_stats ();
454 361
455 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 363 * print out message if this is a bow.
457 */ 364 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 366 {
460 success = 1; 367 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 369 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 372 {
465 success = 1; 373 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 375 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
469 { 378 {
470 success = 1; 379 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 381 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
388
478 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 393 * from fly high)
483 */ 394 */
484 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
485 { 396 {
486 success = 1; 397 success = 1;
487 398
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
490 */ 401 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 403 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 405 }
495 406
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 418 }
510 419
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 421 * originally undead may change their status
513 */ 422 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 425 {
517 success = 1; 426 success = 1;
518 if (flag > 0) 427 if (flag > 0)
519 { 428 {
520 op->race = "undead"; 429 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 431 }
523 else 432 else
524 { 433 {
525 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 436 }
528 } 437 }
529 438
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 440 {
532 success = 1; 441 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 443 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 446 {
537 success = 1; 447 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 449 }
450
540 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 452 * vision
542 */ 453 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
544 { 455 {
545 success = 1; 456 success = 1;
546 if (flag > 0) 457 if (flag > 0)
547 { 458 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else 461 else
551 { 462 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
554 if (op->type == PLAYER) 465 if (op->type == PLAYER)
555 op->contr->do_los = 1; 466 op->contr->do_los = 1;
556 } 467 }
557 } 468 }
558 else 469 else
559 { 470 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562 else 473 else
563 { 474 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
566 if (op->type == PLAYER) 477 if (op->type == PLAYER)
567 op->contr->do_los = 1; 478 op->contr->do_los = 1;
568 } 479 }
569 } 480 }
570 } 481 }
571 482
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
573 { 484 {
574 success = 1; 485 success = 1;
575 if (op->type == PLAYER) 486 if (op->type == PLAYER)
576 op->contr->do_los = 1; 487 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 } 489 }
579 490
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 492 {
582 success = 1; 493 success = 1;
583 if (flag > 0) 494 if (flag > 0)
584 { 495 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587 else 498 else
588 { 499 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 501 if (op->type == PLAYER)
591 op->contr->do_los = 1; 502 op->contr->do_los = 1;
592 } 503 }
593 } 504 }
594 else 505 else
595 { 506 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598 else 509 else
599 { 510 {
600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601 if (op->type == PLAYER) 512 if (op->type == PLAYER)
608 { 519 {
609 success = 1; 520 success = 1;
610 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 } 522 }
612 523
524 if (digest_types [tmp->type])
525 {
613 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
614 { 527 {
615 success = 1; 528 success = 1;
616 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 } 530 }
618 531
619 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
620 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
621 success = 1; 535 success = 1;
622 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 } 537 }
624 538
625 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
626 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
627 { 541 {
628 success = 1; 542 success = 1;
629 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 } 544 }
631 545
632 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
633 { 547 {
634 success = 1; 548 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
636 } 551 }
637 552
638 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
640 { 555 {
641 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
643 558
644 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
645 { 560 {
646 success = 1; 561 success = 1;
562
647 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
649 else 565 else
650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
651 567
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 569 }
654 } 570 }
655 571
656 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
659 { 574 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 575 {
662 success = 1; 576 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 578 }
665 } 579
666 }
667 return success; 580 return success;
668} 581}
669 582
670/* 583/*
671 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 586 */
674
675void 587void
676drain_stat (object *op) 588object::drain_stat ()
677{ 589{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
679} 591}
680 592
681void 593void
682drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
683{ 595{
684 object *tmp; 596 object *tmp;
685 archetype *at; 597 archetype *at;
686 598
687 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
688 if (!at) 600 if (!at)
689 { 601 {
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 603 return;
692 } 604 }
693 else 605 else
694 { 606 {
695 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
696 if (!tmp) 609 if (!tmp)
697 { 610 {
698 tmp = arch_to_object (at); 611 tmp = at->instance ();
699 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
701 } 614 }
702 } 615 }
703 616
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 619 update_stats ();
707} 620}
708 621
709/* 622/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 624 * via an applied bad_luck object.
712 */ 625 */
713
714void 626void
715change_luck (object *op, int value) 627object::change_luck (int value)
716{ 628{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
727 if (!tmp) 636 if (!tmp)
728 { 637 {
729 if (!value) 638 if (!value)
730 return; 639 return;
731 tmp = arch_to_object (at); 640
641 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
734 } 644 }
645
735 if (value) 646 if (value)
736 { 647 {
737 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 650 * in op itself).
740 */ 651 */
741 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
742 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
743 { 655 {
744 op->stats.luck += value; 656 stats.luck += value;
745 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
746 } 658 }
747 } 659 }
748 else 660 else
749 { 661 {
750 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
751 {
752 return; 663 return;
753 } 664
754 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
756 */ 667 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 669 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 671
761 op->stats.luck += diff; 672 stats.luck += diff;
762 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
763 } 674 }
764 } 675 }
765 } 676 }
766} 677}
767 678
768/* 679/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 681 */
771
772void 682void
773remove_statbonus (object *op) 683object::remove_statbonus ()
774{ 684{
775 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
777 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 691}
790 692
791/* 693/*
792 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 695 */
794
795void 696void
796add_statbonus (object *op) 697object::add_statbonus ()
797{ 698{
798 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
800 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
813 720
814/* 721/*
815 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
820 */ 727 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
824 */ 730 */
825
826void 731void
827fix_player (object *op) 732object::update_stats ()
828{ 733{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
835 744
836 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 746 if (type == PLAYER)
838 { 747 {
748 contr->delayed_update = false;
749
839 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
840 { 751 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 752
842 }
843 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 754 contr->encumbrance = 0;
845 755
846 op->attacktype = 0; 756 attacktype = 0;
757
847 op->contr->digestion = 0; 758 contr->digestion = 0;
848 op->contr->gen_hp = 0; 759 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 760 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 761 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 763 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 764 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 765
766 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
767 slot[i].used = slot[i].info;
768
865 op->slaying = 0; 769 slaying = 0;
866 770
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
868 {
869 CLEAR_FLAG (op, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
871 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
872 776
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 780
885 op->path_attuned = op->arch->clone.path_attuned; 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 785
890 op->chosen_skill = NULL; 786 path_attuned = arch->path_attuned;
787 path_repelled = arch->path_repelled;
788 path_denied = arch->path_denied;
789 glow_radius = arch->glow_radius;
790 move_type = arch->move_type;
891 791
892 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
893 * archetype clone 793 * archetype clone
894 */ 794 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
896 796
897 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
898 { 798 {
899 if (op->resist[i] > 0) 799 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
901 else 801 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
803
903 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
904 } 805 }
905 806
906 wc = op->arch->clone.stats.wc; 807 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
908 809
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 815 * that their protection from physical goes down
915 */ 816 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
917 { 818 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 821 }
921 else 822 else
922 ac = op->arch->clone.stats.ac; 823 ac = arch->stats.ac;
923 824
924 op->stats.luck = op->arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
926 829
927 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
929 */ 832 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
932 { 834 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 836 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 837 * then calls this function.
942 */ 838 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
944 {
945 continue; 840 continue;
946 } 841
842 glow_radius += tmp->glow_radius;
947 843
948 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
950 { 846 {
951 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
954 if (!mana_obj) 850 if (!mana_obj)
955 mana_obj = tmp; 851 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 852 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 853 mana_obj = tmp;
958 } 854 }
855
959 if (IS_GRACE_SKILL (tmp->subtype)) 856 if (IS_GRACE_SKILL (tmp->subtype))
960 { 857 {
961 if (!grace_obj) 858 if (!grace_obj)
962 grace_obj = tmp; 859 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 861 grace_obj = tmp;
965 } 862 }
966 } 863 }
967 864
968 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 866 * objects need to make adjustments.
970 * This block should handle all player specific changes 867 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
975 * up, etc. 872 * up, etc.
976 */ 873 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 879 {
980 if (op->type == PLAYER) 880 if (type == PLAYER)
981 { 881 {
982 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 883
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 op->contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
990 886
991 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 888 {
1004 op->contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1006 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 } 895 }
1011 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1012 902
1013 /* Update slots used for items */ 903 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
906 slot[i].used += tmp->slot[i].info;
907
908 if (tmp->type == SYMPTOM)
909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910
911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 * (Negative protections are calculated exactly like positive.)
913 * Resistance from potions are treated special as well. If there's
914 * more than one potion-effect, the bigger prot.-value is taken.
915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1015 { 928 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 929 attacktype |= tmp->attacktype;
1017 op->body_used[i] += tmp->body_info[i]; 930 path_attuned |= tmp->path_attuned;
931 path_repelled |= tmp->path_repelled;
932 path_denied |= tmp->path_denied;
933 move_type |= tmp->move_type;
934 stats.luck += tmp->stats.luck;
1018 } 935 }
1019 936
1020 if (tmp->type == SYMPTOM) 937 flag |= tmp->flag & copy_flags;
938
939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940 this->set_flag (FLAG_UNDEAD);
941
942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1021 { 944 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0;
1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1;
1025 }
1026
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.)
1029 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken.
1031 */
1032 if (tmp->type != POTION)
1033 {
1034 for (i = 0; i < NROFATTACKS; i++)
1035 {
1036 /* Potential for cursed potions, in which case we just can use
1037 * a straight MAX, as potion_resist is initialized to zero.
1038 */
1039 if (tmp->type == POTION_EFFECT)
1040 {
1041 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else
1044 potion_resist[i] = tmp->resist[i];
1045 }
1046 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1050 }
1051 }
1052
1053 /* There may be other things that should not adjust the attacktype */
1054 if (tmp->type != BOW && tmp->type != SYMPTOM)
1055 op->attacktype |= tmp->attacktype;
1056
1057 op->path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied;
1060 op->stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type;
1062
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1064 SET_FLAG (op, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066 SET_FLAG (op, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068 SET_FLAG (op, FLAG_REFL_MISSILE);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD);
1080
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1084 op->invisible = 1; 946 invisible = 1;
1085 } 947 }
1086 948
1087 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 950 {
1089 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1090 { 952 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 955 }
1094 else 956 else
1095 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1096 } 958 }
1097 959
1098 switch (tmp->type) 960 switch (tmp->type)
1099 { 961 {
1100 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */
1102 case SKILL: 962 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1104 break; 966 break;
1105 967
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 968 if (chosen_skill)
969 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1111 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1112 op->chosen_skill = tmp; 978 chosen_skill = tmp;
1113 979
1114 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1118 if (weapon_speed < 0) 984
1119 weapon_speed = 0;
1120 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
1122 if (tmp->magic) 988 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1124 } 990 }
1125 991
1126 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1128 994
1129 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 996 slaying = tmp->slaying;
1131 997
1132 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1000
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1003 }
1136 1004
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1005 break;
1140 1006
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD: 1007 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1154 case RING: 1011 case RING:
1155 case AMULET: 1012 case AMULET:
1156 case GIRDLE: 1013 case GIRDLE:
1157 case HELMET: 1014 case HELMET:
1158 case BOOTS: 1015 case BOOTS:
1159 case GLOVES: 1016 case GLOVES:
1160 case CLOAK: 1017 case CLOAK:
1161 if (tmp->stats.wc) 1018 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1019 wc -= tmp->stats.wc + tmp->magic;
1020
1163 if (tmp->stats.dam) 1021 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1165 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1025 ac -= tmp->stats.ac + tmp->magic;
1026
1167 break; 1027 break;
1168 1028
1029 case RANGED:
1030 case BOW:
1169 case WEAPON: 1031 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic); 1032 wc -= tmp->stats.wc + tmp->magic;
1033
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1036
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1037 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1040
1176 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1177 weapon_speed = 0; 1042 weapon_speed = 0;
1043
1178 op->slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1045
1179 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1181 * go. 1048 * go.
1182 */ 1049 */
1183 op->current_weapon = tmp; 1050
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1051 if (type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1052 if (settings.spell_encumbrance)
1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1186 1054
1187 break; 1055 break;
1188 1056
1189 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1192 1060
1193 case BRACERS: 1061 case BRACERS:
1194 case FORCE: 1062 case FORCE:
1195 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1196 { 1064 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1068 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1069 }
1202 else 1070 else
1203 wc += tmp->stats.wc + tmp->magic; 1071 wc += tmp->stats.wc + tmp->magic;
1204 } 1072 }
1073
1205 if (tmp->stats.ac) 1074 if (tmp->stats.ac)
1206 { 1075 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1076 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1077 {
1209 ac += best_ac; /* Remove last bonus */ 1078 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1079 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1080 }
1212 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1214 } 1083 }
1084
1215 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1087
1217 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1090
1091 if (ARMOUR_SPEED (tmp))
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1093
1221 break; 1094 break;
1222 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1223 } /* item is equipped */ 1096 } /* item is equipped */
1224 } /* for loop of items */ 1097 } /* for loop of items */
1225 1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1226 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1227 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1228 */ 1103 */
1229 1104
1230 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1231 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1110 */
1236 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1237 { 1112 {
1238 op->resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1114
1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1240 op->resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1118 }
1119
1120 if (type == PLAYER)
1241 } 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1242 1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1243 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level; 1131 int pl_level;
1247 1132
1248 check_stat_bounds (&(op->stats));
1249 pl_level = op->level;
1250
1251 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1253 1134
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1137 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1258 { 1140 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1142
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1263 j++; 1145 j++;
1264 else 1146 else
1265 j--; 1147 j--;
1266 } 1148
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1150 }
1269 1151
1270 for (i = 11; i <= op->level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1271 op->stats.maxhp += 2;
1272 1153
1273 if (op->stats.hp > op->stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1155 stats.hp = stats.maxhp;
1275 1156
1276 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1278 */ 1159 */
1279 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1280 if (!mana_obj) 1161 if (!mana_obj)
1281 mana_obj = op; 1162 mana_obj = this;
1163
1282 if (!grace_obj) 1164 if (!grace_obj)
1283 grace_obj = op; 1165 grace_obj = this;
1166
1284 /* set maxsp */ 1167 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1168 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1169 mana_obj = this;
1287 1170
1288 if (mana_obj == op && op->type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1172 stats.maxsp = 1;
1291 }
1292 else 1173 else
1293 { 1174 {
1294 sp_tmp = 0.0; 1175 float sp_tmp = 0.f;
1176
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1178 {
1297 float stmp; 1179 float stmp;
1298 1180
1299 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1300 if (i < 2) 1182 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1184 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1186
1308 if (stmp < 1.0)
1309 stmp = 1.0;
1310 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1311 } 1188 }
1312 op->stats.maxsp = (int) sp_tmp;
1313 1189
1314 for (i = 11; i <= mana_obj->level; i++) 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1315 op->stats.maxsp += 2;
1316 } 1191 }
1192
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1319 op->stats.sp = op->stats.maxsp * 2;
1320 1195
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1198 grace_obj = this;
1324 1199
1325 if (grace_obj == op && op->type == PLAYER) 1200 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1201 stats.maxgrace = 1;
1328 }
1329 else 1202 else
1330 { 1203 {
1331 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1208 */
1336 sp_tmp = 0.0; 1209 float sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1338 { 1212 {
1339 float grace_tmp = 0.0; 1213 float grace_tmp = 0.f;
1340 1214
1341 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1342 if (i < 2) 1216 if (i < 2)
1343 { 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1218 else
1348 { 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1220
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1354 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1355 } 1222 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357 1223
1358 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1359 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1360 op->stats.maxgrace += 2;
1361 } 1226 }
1227
1362 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1363 1229
1364 if (op->contr->braced) 1230 if (contr->braced)
1365 { 1231 {
1366 ac += 2; 1232 ac += 2;
1367 wc += 4; 1233 wc += 4;
1368 } 1234 }
1369 else 1235 else
1370 ac -= dex_bonus[op->stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1371 1237
1372 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1240 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1376 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1377 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1378 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1382 */ 1248 */
1249 object *wc_obj = chosen_skill;
1383 1250
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1252 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1387 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1388 { 1256 {
1389 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1258 if (!(i % 6))
1391 wc--; 1259 wc--;
1260
1392 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1264 }
1396 } 1265 }
1397 else 1266 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1267 wc -= level + thaco_bonus[stats.Str];
1399 1268
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1269 stats.dam += dam_bonus[stats.Str];
1401 1270
1402 if (op->stats.dam < 1) 1271 if (stats.dam < 1)
1403 op->stats.dam = 1; 1272 stats.dam = 1;
1404 1273
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1275
1406 if (settings.search_items && op->contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1277 speed -= 1;
1408 if (op->attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype;
1410
1411 } /* End if player */ 1278 } /* End if player */
1412 1279
1413 if (added_speed >= 0) 1280 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1281 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1283 speed /= 1.f - added_speed;
1417 1284
1418 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1419 if (op->speed > max) 1286 speed = min (speed, max_speed);
1420 op->speed = max;
1421 1287
1422 if (op->type == PLAYER) 1288 if (type == PLAYER)
1423 { 1289 {
1424 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1428 */ 1294 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1430 if (f > 0) 1296 if (f > 0.f)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1432 } 1298 }
1433 1299
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1435 1302
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1438 */ 1305 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1440 1307
1441 if (op->speed < 0.01 && op->type == PLAYER) 1308 if (speed != old_speed)
1442 op->speed = 0.01; 1309 set_speed (speed);
1443 1310
1444 if (op->type == PLAYER) 1311 if (type == PLAYER)
1445 { 1312 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1315 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1452 */ 1317 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1319 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1320 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1321 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1322 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1324
1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1460 if (K <= 0) 1327 if (K <= 0.01f)
1461 K = 0.01; 1328 K = 0.01f;
1462 S = op->speed / (K * s); 1329
1463 op->contr->weapon_sp = S; 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1331 }
1332
1465 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1468 1336
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484 1339
1485 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1341 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1344 * one or the other.
1490 */ 1345 */
1491 if (op->move_type == 0) 1346 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1495 1350
1496 update_ob_speed (op); 1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1497 1354
1498 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1356 * so we will check that now.
1500 */ 1357 */
1501 if (op->type == PLAYER) 1358 if (is_player ())
1502 esrv_update_spells (op->contr); 1359 contr->update_spells ();
1503}
1504 1360
1505/* 1361 // update the mapspace, if we are on a map
1506 * Returns true if the given player is a legal class. 1362 if (!flag [FLAG_REMOVED] && map)
1507 * The function to add and remove class-bonuses to the stats doesn't 1363 map->at (x, y).flags_ = 0;
1508 * check if the stat becomes negative, thus this function 1364}
1509 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise.
1511 */
1512 1365
1513int 1366void
1514allowed_class (const object *op) 1367object::set_glow_radius (sint8 rad)
1515{ 1368{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1369 glow_radius = rad;
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1518} 1380}
1519 1381
1520/* 1382/*
1521 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1523 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1524 *
1525 * Note that the title is written to 'own_title' in the
1526 * player struct. This should be changed to 'ext_title'
1527 * as soon as clients support this!
1528 * Please, anyone, write support for 'ext_title'.
1529 */ 1386 */
1530void 1387void
1531set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1532{ 1389{
1533 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1551 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1552 or else at random */ 1409 or else at random */
1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1555 1412
1556 level = (int) (level / 5.);
1557
1558 /* now set the new title */ 1413 /* now set the new title */
1559 if (pl->contr != NULL)
1560 {
1561 if (level == 0)
1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1563 else if (level == 1)
1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1565 else if (level == 2)
1566 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1567 else if (level == 3)
1568 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1569 else 1418 else
1570 { 1419 {
1571 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574 else if (skin->resist[atnr] > 50)
1575 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1576 else
1577 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1578 }
1579 } 1424 }
1580 1425
1581 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1582} 1427}
1583 1428
1584/* 1429/*
1585 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1586 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1587 * or change the ability-focus. 1432 * or change the ability-focus.
1588 */ 1433 */
1589void 1434static void
1590dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1591{ 1436{
1592 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1593 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1441
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1601 { 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp; 1446 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1605 skin = tmp; 1448 skin = tmp;
1606 } 1449
1607 }
1608 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1451 if (abil == NULL)
1610 return; 1452 return;
1611 1453
1612 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1613 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1614 */ 1456 */
1615 if (who->level > abil->level) 1457 if (who->level > abil->level)
1616 { 1458 {
1617 /* increase our focused ability */ 1459 /* increase our focused ability */
1618 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1653 object *skill_obj; 1495 object *skill_obj;
1654 1496
1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1656 if (!skill_obj) 1498 if (!skill_obj)
1657 { 1499 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1659 return NULL; 1501 return NULL;
1660 } 1502 }
1503
1661 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1505 * still doesn't know it.
1663 */ 1506 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1509 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1668 if (op->contr) 1511
1669 { 1512 if (player *pl = op->contr)
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1513 pl->link_skills ();
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1514
1672 }
1673 return skill_obj; 1515 return skill_obj;
1674} 1516}
1675
1676 1517
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1521 * don't really gain levels
1683 */ 1524 */
1684void 1525void
1685player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1686{ 1527{
1687 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1688 1530
1689 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1690 op = who; 1532 op = who;
1691 1533
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1535 {
1536 changed = true;
1537
1694 op->level++; 1538 op->level++;
1695 1539
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1697 dragon_level_gain (who); 1541 dragon_level_gain (who);
1698 1542
1699 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1545 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1549 }
1706 1550
1707 fix_player (who);
1708 if (op->level > 1) 1551 if (op->level > 1)
1709 { 1552 {
1710 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1712 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1713 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1714 if (who) 1564 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1566 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1567 }
1568
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1570 {
1571 changed = true;
1572
1721 op->level--; 1573 op->level--;
1722 fix_player (who); 1574
1723 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1724 { 1576 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1579 }
1728 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1580 }
1730 /* check if the spell data has changed */ 1581
1731 esrv_update_spells (who->contr); 1582 if (changed)
1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1732} 1584}
1733 1585
1734/* 1586/*
1735 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1737 */ 1589 */
1738 1590
1739sint64 1591sint64
1740level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1741{ 1593{
1742 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1743 return (sint64) (expmul * levels[settings.max_level]);
1744 return (sint64) (expmul * levels[level]);
1745} 1595}
1746 1596
1747/* 1597/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1749 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1755calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1756{ 1606{
1757 int p_exp_min; 1607 int p_exp_min;
1758 1608
1759 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1760 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1761 * to get the fraction */ 1611 * to get the fraction */
1762 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1763 1613
1764 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1765 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1768 if (op->perm_exp < 0) 1618 if (op->perm_exp < 0)
1769 op->perm_exp = 0; 1619 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1620 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1621 op->perm_exp = MAX_EXPERIENCE;
1772} 1622}
1773
1774 1623
1775/* Add experience to a player - exp should only be positive. 1624/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1625 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1626 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1628 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1781 */ 1630 */
1782
1783static void 1631static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1785{ 1633{
1786 object *skill_obj = NULL; 1634 object *skill_obj;
1787 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1788 int i;
1789 1636
1790 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1638 if (op->contr->braced)
1792 exp = exp / 5; 1639 exp /= 5;
1793 1640
1794 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1644 * the players inventory.
1798 */ 1645 */
1646 skill_obj = 0;
1647
1799 if (skill_name) 1648 if (skill_name)
1800 { 1649 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1802 skill_obj = op->chosen_skill;
1803 else
1804 {
1805 for (i = 0; i < NUM_SKILLS; i++)
1806 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1807 {
1808 skill_obj = op->contr->last_skill_ob[i];
1809 break;
1810 }
1811 1651
1812 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1813 * it to the player if necessary 1653 * it to the player if necessary
1814 */ 1654 */
1815 if (!skill_obj) 1655 if (!skill_obj)
1816 { 1656 {
1817 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1818 return; 1658 return;
1659
1819 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1820 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1821 }
1822 } 1662 }
1823 } 1663 }
1824 1664
1825 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1826 { 1666 {
1827 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1828 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1829 */ 1669 */
1830 exp_to_add = exp; 1670 exp_to_add = exp;
1831 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1832 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1833 exp_to_add = limit; 1673 exp_to_add = limit;
1834 1674
1835 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1836 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1843 } 1683 }
1844 1684
1845 if (skill_obj) 1685 if (skill_obj)
1846 { 1686 {
1847 exp_to_add = exp; 1687 exp_to_add = exp;
1848 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1849 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1850 exp_to_add = limit; 1690 exp_to_add = limit;
1851 1691
1852 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1853 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1859 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1860 } 1700 }
1861} 1701}
1862 1702
1863/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1864 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1865 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1866 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1867 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1868 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1869 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1870 */ 1710 */
1871sint64 1711static sint64
1872check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1873{ 1713{
1874 sint64 del_exp; 1714 sint64 del_exp;
1875 1715
1876 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1877 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1878 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1879 { 1720 {
1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1881 if (del_exp < 0) 1723 if (del_exp < 0)
1882 del_exp = 0; 1724 del_exp = 0;
1725
1883 if (exp > del_exp) 1726 if (exp > del_exp)
1884 exp = del_exp; 1727 exp = del_exp;
1885 } 1728 }
1729
1886 return exp; 1730 return exp;
1887} 1731}
1888 1732
1889sint64 1733sint64
1890check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1891{ 1735{
1892 if (exp < 0) 1736 if (exp < 0)
1893 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1894 else 1738 else
1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1896} 1740}
1897
1898 1741
1899/* Subtracts experience from player. 1742/* Subtracts experience from player.
1900 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1901 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1902 * this subtracts a portion from all 1745 * this subtracts a portion from all
1907 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1908 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1909 * a postive number. 1752 * a postive number.
1910 */ 1753 */
1911static void 1754static void
1912subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1913{ 1756{
1914 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1915 object *tmp; 1758 object *tmp;
1916 sint64 del_exp; 1759 sint64 del_exp;
1917 1760
1918 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1920 { 1763 {
1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1922 { 1765 {
1923 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1924 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1925 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1926 } 1769 }
1927 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1928 { 1771 {
1929 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1930 * to match a specific skill. 1773 * to match a specific skill.
1931 */ 1774 */
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1933 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1935 } 1778 }
1936 } 1779 }
1780
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1781 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1782 {
1939 del_exp = check_exp_loss (op, exp); 1783 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1784 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1785 player_lvl_adj (op, NULL);
1942 } 1786 }
1943} 1787}
1944
1945
1946 1788
1947/* change_exp() - changes experience to a player/monster. This 1789/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1790 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1791 *
1950 * The exp passed is typically not modified much by this function - 1792 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1793 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1796 * these last two values are only used for players.
1955 */ 1797 */
1956
1957void 1798void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1959{ 1800{
1960
1961#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1803#endif
1964 1804
1965 /* safety */ 1805 /* safety */
1966 if (!op) 1806 if (!op)
1967 { 1807 {
1973 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1974 */ 1814 */
1975 if (exp == 0) 1815 if (exp == 0)
1976 return; 1816 return;
1977 1817
1978 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1979 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1980 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1981 * worth. 1821 * worth.
1982 */ 1822 */
1983 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1984 { 1824 {
1985 /* Sanity check */ 1825 /* Sanity check */
1986 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1987 return; 1827 return;
1988 1828
1989 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1990 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1991 * more than max exp, just return. 1831 * more than max exp, just return.
2006 else 1846 else
2007 /* note that when you lose exp, it doesn't go against 1847 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1848 * a particular skill, so we don't need to pass that
2009 * along. 1849 * along.
2010 */ 1850 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1852 }
2014} 1853}
2015 1854
2016/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1858 */
2020
2021void 1859void
2022apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
2023{ 1861{
2024 object *tmp;
2025 sint64 loss; 1862 sint64 loss;
2026 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2027 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2028 1865
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
2031 { 1868 {
2032
2033 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2034 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2035 1871
2036 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2037 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2038 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2039 * tables is a lot harder. 1875 * tables is a lot harder.
2040 */ 1876 */
2041 if (level_loss < 0) 1877 if (level_loss < 0)
2042 level_loss = 0; 1878 level_loss = 0;
2043 1879
2044 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2045 1881
2046 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2047 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2048 } 1884 }
2049 1885
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
2052 if (level_loss < 0) 1889 if (level_loss < 0)
2053 level_loss = 0; 1890 level_loss = 0;
1891
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2055 1893
2056 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2057 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2058} 1896}
2059 1897
2070 if (level > MAX_SAVE_LEVEL) 1908 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 1909 level = MAX_SAVE_LEVEL;
2072 1910
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1911 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 1912 return 0;
1913
2075 return 1; 1914 return 1;
2076} 1915}

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