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Comparing deliantra/server/common/living.C (file contents):
Revision 1.18 by elmex, Wed Dec 20 10:31:00 2006 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24#include <global.h> 26#include <global.h>
25#include <funcpoint.h>
26 27
27/* Handy little macro that adds exp and keeps it within bounds. Since 28/* 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 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 31 */
33static const int con_bonus[MAX_STAT + 1] = { 34static 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, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
35 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
36}; 37};
37 38
38/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
39 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
40 * advancement. -b.t. 41 * advancement. -b.t.
41 */ 42 */
42static const int sp_bonus[MAX_STAT + 1] = { 43static 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, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
47static const int grace_bonus[MAX_STAT + 1] = { 48static 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, 49 -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 50 30, 40, 50, 70, 100
50}; 51};
51 52
52/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
53 * represent how much more it costs to buy something than to sell it 54 * 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 55 * (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 56 * 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 57 * 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 58 * 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 59 * buying and selling is both the same value - any value less than or equal
59 * to 1 should not be used. 60 * to 1 should not be used.
60 * At least as of now, the only place that uses this code is query_cost, 61 * 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 62 * 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 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
63 * at .667 64 * at .667
64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * 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 109 * These limits are probably overly generous, but being there were no values
109 * before, you need to start someplace. 110 * before, you need to start someplace.
110 */ 111 */
111 112
112const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
113 200000, /* 0 */ 114 200000, /* 0 */
114 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
115 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
119 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
120}; 121};
121 122
122const int learn_spell[MAX_STAT + 1] = { 123const 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, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
124 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
139/* 140/*
140 Since this is nowhere defined ... 141 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
142*/ 143*/
143 144
144#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
145 146
146/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
150 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
151 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
152 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
153 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
154 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
155 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
156 * line with progression of previous levels, so 157 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
158 * -b.t. 159 * -b.t.
159 */ 160 */
160 161
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 163
165#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
166 165
167/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
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}
269 234
270/* 235/*
271 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274
275void 239void
276change_attr_value (living * stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
277{ 241{
278 if (value == 0) 242 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} 243}
334 244
335/* 245/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 247 * 1-30 stat limit.
338 */ 248 */
339
340void 249void
341check_stat_bounds (living * stats) 250check_stat_bounds (living *stats)
342{ 251{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
347 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 256 }
350} 257}
351 258
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 260
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* 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 262 * 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. 263 * function since some of the values passed to new_draw_info are hardcoded.
357 */ 264 */
358#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
360 267
361/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362 269
363/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 271 * the object.
365 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 273 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 279 * that gives them that ability.
373 */ 280 */
374int 281int
375change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
376{ 283{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
378 char message[MAX_BUF]; 286 char message[MAX_BUF];
379 int potion_max = 0; 287 int potion_max = 0;
380 288
381 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 291 MoveType prev_move_type = op->move_type;
384 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 295
387 if (op->type == PLAYER) 296 if (op->type == PLAYER)
388 { 297 {
389 if (tmp->type == POTION) 298 if (tmp->type == POTION)
390 { 299 {
391 potion_max = 1; 300 potion_max = 1;
301
392 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
393 { 303 {
394 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
395 305 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 306
399 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
401 309
402 /* Do some bounds checking. While I don't think any 310 /* 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 311 * that adjust that stat by more than one point, so we need
405 * to allow for that. 312 * to allow for that.
406 */ 313 */
407 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 315 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 317 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 318
412 }
413 if (nstat != ostat) 319 if (nstat != ostat)
414 { 320 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 322 potion_max = 0;
417 } 323 }
418 else if (i) 324 else if (i)
419 { 325 {
420 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 327 potion_max = 1;
422 } 328 }
423 } 329 }
330
424 /* This section of code ups the characters normal stats also. I am not 331 /* 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 332 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 333 * recalculates this anyway.
427 */ 334 */
428 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
430 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 339 } /* end of potion handling code */
432 } 340 }
433 341
434 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 343 * everything to set
436 */ 344 */
437 if (flag == -1) 345 if (flag == -1)
438 { 346 {
439 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 352 * and not the other move_ fields.
445 */ 353 */
446 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
447 } 355 }
448 356
449 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
452 */ 360 */
453 fix_player (op); 361 op->update_stats ();
454 362
455 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 364 * print out message if this is a bow.
457 */ 365 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 367 {
460 success = 1; 368 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 370 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 373 {
465 success = 1; 374 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 376 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
469 { 379 {
470 success = 1; 380 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 382 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 385 {
475 success = 1; 386 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 388 }
389
478 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
483 */ 395 */
484 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
485 { 397 {
486 success = 1; 398 success = 1;
487 399
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
490 */ 402 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 404 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 406 }
495 407
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 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 } 419 }
510 420
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 422 * originally undead may change their status
513 */ 423 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 426 {
517 success = 1; 427 success = 1;
518 if (flag > 0) 428 if (flag > 0)
519 { 429 {
520 op->race = "undead"; 430 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 432 }
523 else 433 else
524 { 434 {
525 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 437 }
528 } 438 }
529 439
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 441 {
532 success = 1; 442 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 444 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445
446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 447 {
537 success = 1; 448 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 450 }
451
540 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 453 * vision
542 */ 454 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
544 { 456 {
545 success = 1; 457 success = 1;
546 if (flag > 0) 458 if (flag > 0)
547 { 459 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else 462 else
551 { 463 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
554 if (op->type == PLAYER) 466 if (op->type == PLAYER)
555 op->contr->do_los = 1; 467 op->contr->do_los = 1;
556 } 468 }
557 } 469 }
558 else 470 else
559 { 471 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562 else 474 else
563 { 475 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
566 if (op->type == PLAYER) 478 if (op->type == PLAYER)
567 op->contr->do_los = 1; 479 op->contr->do_los = 1;
568 } 480 }
569 } 481 }
570 } 482 }
571 483
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
573 { 485 {
574 success = 1; 486 success = 1;
575 if (op->type == PLAYER) 487 if (op->type == PLAYER)
576 op->contr->do_los = 1; 488 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 } 490 }
579 491
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 493 {
582 success = 1; 494 success = 1;
583 if (flag > 0) 495 if (flag > 0)
584 { 496 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587 else 499 else
588 { 500 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 502 if (op->type == PLAYER)
591 op->contr->do_los = 1; 503 op->contr->do_los = 1;
592 } 504 }
593 } 505 }
594 else 506 else
595 { 507 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598 else 510 else
599 { 511 {
600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601 if (op->type == PLAYER) 513 if (op->type == PLAYER)
608 { 520 {
609 success = 1; 521 success = 1;
610 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
611 } 523 }
612 524
525 if (digest_types [tmp->type])
526 {
613 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
614 { 528 {
615 success = 1; 529 success = 1;
616 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
617 } 531 }
618 532
619 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
620 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
621 success = 1; 536 success = 1;
622 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
623 } 538 }
624 539
625 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
626 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
627 { 542 {
628 success = 1; 543 success = 1;
629 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
630 } 545 }
631 546
632 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
633 { 548 {
634 success = 1; 549 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
636 } 552 }
637 553
638 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
640 { 556 {
641 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
643 559
644 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
645 { 561 {
646 success = 1; 562 success = 1;
563
647 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
649 else 566 else
650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
651 568
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 570 }
654 } 571 }
655 572
656 if (!potion_max) 573 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
659 { 575 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 576 {
662 success = 1; 577 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 579 }
665 } 580
666 }
667 return success; 581 return success;
668} 582}
669 583
670/* 584/*
671 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 587 */
674
675void 588void
676drain_stat (object *op) 589object::drain_stat ()
677{ 590{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
679} 592}
680 593
681void 594void
682drain_specific_stat (object *op, int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
683{ 596{
684 object *tmp; 597 object *tmp;
685 archetype *at; 598 archetype *at;
686 599
687 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
688 if (!at) 601 if (!at)
689 { 602 {
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 604 return;
692 } 605 }
693 else 606 else
694 { 607 {
695 tmp = present_arch_in_ob (at, op); 608 tmp = present_arch_in_ob (at, this);
609
696 if (!tmp) 610 if (!tmp)
697 { 611 {
698 tmp = arch_to_object (at); 612 tmp = at->instance ();
699 tmp = insert_ob_in_ob (tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
701 } 615 }
702 } 616 }
703 617
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 620 update_stats ();
707} 621}
708 622
709/* 623/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 625 * via an applied bad_luck object.
712 */ 626 */
713
714void 627void
715change_luck (object *op, int value) 628object::change_luck (int value)
716{ 629{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
722 if (!at) 631 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 633 else
725 { 634 {
726 tmp = present_arch_in_ob (at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
727 if (!tmp) 637 if (!tmp)
728 { 638 {
729 if (!value) 639 if (!value)
730 return; 640 return;
731 tmp = arch_to_object (at); 641
642 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, op); 643 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
734 } 645 }
646
735 if (value) 647 if (value)
736 { 648 {
737 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 651 * in op itself).
740 */ 652 */
741 new_luck = tmp->stats.luck + value; 653 int new_luck = tmp->stats.luck + value;
654
742 if (new_luck >= -100 && new_luck <= 100) 655 if (new_luck >= -100 && new_luck <= 100)
743 { 656 {
744 op->stats.luck += value; 657 stats.luck += value;
745 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
746 } 659 }
747 } 660 }
748 else 661 else
749 { 662 {
750 if (!tmp->stats.luck) 663 if (!tmp->stats.luck)
751 {
752 return; 664 return;
753 } 665
754 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
756 */ 668 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 670 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 672
761 op->stats.luck += diff; 673 stats.luck += diff;
762 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
763 } 675 }
764 } 676 }
765 } 677 }
766} 678}
767 679
768/* 680/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 682 */
771
772void 683void
773remove_statbonus (object *op) 684object::remove_statbonus ()
774{ 685{
775 op->stats.Str -= op->arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 687 {
777 op->stats.Con -= op->arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 689 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 691 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 692}
790 693
791/* 694/*
792 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 696 */
794
795void 697void
796add_statbonus (object *op) 698object::add_statbonus ()
797{ 699{
798 op->stats.Str += op->arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 701 {
800 op->stats.Con += op->arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 703 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 705 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
813 721
814/* 722/*
815 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 726 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 727 * and then adjusts them according to what the player has equipped.
820 */ 728 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 729 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
824 */ 731 */
825
826void 732void
827fix_player (object *op) 733object::update_stats ()
828{ 734{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
835 745
836 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 747 if (type == PLAYER)
838 { 748 {
749 contr->delayed_update = false;
750
839 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
840 { 752 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 753
842 }
843 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 755 contr->encumbrance = 0;
845 756
846 op->attacktype = 0; 757 attacktype = 0;
758
847 op->contr->digestion = 0; 759 contr->digestion = 0;
848 op->contr->gen_hp = 0; 760 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 761 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 762 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 764 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 } 765 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 766
767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
768 slot[i].used = slot[i].info;
769
865 op->slaying = 0; 770 slaying = 0;
866 771
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
868 {
869 CLEAR_FLAG (op, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
871 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
872 777
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 780 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);
884 781
885 op->path_attuned = op->arch->clone.path_attuned; 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 786
890 op->chosen_skill = NULL; 787 path_attuned = arch->path_attuned;
788 path_repelled = arch->path_repelled;
789 path_denied = arch->path_denied;
790 glow_radius = arch->glow_radius;
791 move_type = arch->move_type;
891 792
892 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
893 * archetype clone 794 * archetype clone
894 */ 795 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
896 797
897 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
898 { 799 {
899 if (op->resist[i] > 0) 800 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
901 else 802 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
903 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
904 } 806 }
905 807
906 wc = op->arch->clone.stats.wc; 808 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
908 810
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * 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, 814 * 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 815 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 816 * that their protection from physical goes down
915 */ 817 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
917 { 819 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 822 }
921 else 823 else
922 ac = op->arch->clone.stats.ac; 824 ac = arch->stats.ac;
923 825
924 op->stats.luck = op->arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
926 830
927 /* OK - we've reset most all the objects attributes to sane values. 831 /* 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. 832 * now go through and make adjustments for what the player has equipped.
929 */ 833 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
932 { 835 {
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 836 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 837 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 838 * then calls this function.
942 */ 839 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
944 {
945 continue; 841 continue;
946 } 842
843 glow_radius += tmp->glow_radius;
947 844
948 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
950 { 847 {
951 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
954 if (!mana_obj) 851 if (!mana_obj)
955 mana_obj = tmp; 852 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 853 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 854 mana_obj = tmp;
958 } 855 }
856
959 if (IS_GRACE_SKILL (tmp->subtype)) 857 if (IS_GRACE_SKILL (tmp->subtype))
960 { 858 {
961 if (!grace_obj) 859 if (!grace_obj)
962 grace_obj = tmp; 860 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 862 grace_obj = tmp;
965 } 863 }
966 } 864 }
967 865
968 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 867 * objects need to make adjustments.
970 * This block should handle all player specific changes 868 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 869 * 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. 870 * 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, 871 * 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 872 * because the skill shouldn't count against body positions being used
975 * up, etc. 873 * up, etc.
976 */ 874 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON
878 && tmp->type != SPELL)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 880 {
980 if (op->type == PLAYER) 881 if (type == PLAYER)
981 { 882 {
982 if (tmp->type == BOW) 883 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 884
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++) 885 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 886 stat_sum [i] += tmp->stats.stat (i);
990 887
991 /* these are the items that currently can change digestion, regeneration, 888 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 == 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 { 889 {
1004 op->contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
1006 op->contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 } 896 }
1011 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1012 903
1013 /* Update slots used for items */ 904 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
907 slot[i].used += tmp->slot[i].info;
908
909 if (tmp->type == SYMPTOM)
910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
911
912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
913 * (Negative protections are calculated exactly like positive.)
914 * Resistance from potions are treated special as well. If there's
915 * more than one potion-effect, the bigger prot.-value is taken.
916 */
917 if (tmp->type == POTION_EFFECT)
918 for (int i = 0; i < NROFATTACKS; i++)
919 max_it (potion_resist[i], tmp->resist[i]);
920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
922 if (tmp->resist[i] > 0)
923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
924 else if (tmp->resist[i] < 0)
925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
926
927 /* There may be other things that should not adjust the attacktype */
928 if (tmp->type != SYMPTOM)
1015 { 929 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 930 attacktype |= tmp->attacktype;
1017 op->body_used[i] += tmp->body_info[i]; 931 path_attuned |= tmp->path_attuned;
932 path_repelled |= tmp->path_repelled;
933 path_denied |= tmp->path_denied;
934 move_type |= tmp->move_type;
935 stats.luck += tmp->stats.luck;
1018 } 936 }
1019 937
1020 if (tmp->type == SYMPTOM) 938 flag |= tmp->flag & copy_flags;
939
940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
941 this->set_flag (FLAG_UNDEAD);
942
943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
1021 { 945 {
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); 946 set_flag (FLAG_MAKE_INVIS);
1084 op->invisible = 1; 947 invisible = 1;
1085 } 948 }
1086 949
1087 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 951 {
1089 if (tmp->stats.exp > 0) 952 if (tmp->stats.exp > 0)
1090 { 953 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 954 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 955 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 956 }
1094 else 957 else
1095 added_speed += (float) tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1096 } 959 }
1097 960
1098 switch (tmp->type) 961 switch (tmp->type)
1099 { 962 {
1100 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */
1102 case SKILL: 963 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 964 {
965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1104 break; 967 break;
1105 968
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 969 if (chosen_skill)
970 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
1111 973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
1112 op->chosen_skill = tmp; 979 chosen_skill = tmp;
1113 980
1114 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1118 if (weapon_speed < 0) 985
1119 weapon_speed = 0;
1120 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
988
1122 if (tmp->magic) 989 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 990 stats.dam += tmp->magic;
1124 } 991 }
1125 992
1126 if (tmp->stats.wc) 993 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 994 wc -= tmp->stats.wc + tmp->magic;
1128 995
1129 if (tmp->slaying != NULL) 996 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 997 slaying = tmp->slaying;
1131 998
1132 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1000 ac -= tmp->stats.ac + tmp->magic;
1001
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1004 }
1136 1005
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1006 break;
1140 1007
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: 1008 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1154 case RING: 1012 case RING:
1155 case AMULET: 1013 case AMULET:
1156 case GIRDLE: 1014 case GIRDLE:
1157 case HELMET: 1015 case HELMET:
1158 case BOOTS: 1016 case BOOTS:
1159 case GLOVES: 1017 case GLOVES:
1160 case CLOAK: 1018 case CLOAK:
1161 if (tmp->stats.wc) 1019 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1020 wc -= tmp->stats.wc + tmp->magic;
1021
1163 if (tmp->stats.dam) 1022 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1023 stats.dam += tmp->stats.dam + tmp->magic;
1024
1165 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1026 ac -= tmp->stats.ac + tmp->magic;
1027
1167 break; 1028 break;
1168 1029
1030 case RANGED:
1031 case BOW:
1169 case WEAPON: 1032 case WEAPON:
1170 wc -= (tmp->stats.wc + tmp->magic); 1033 wc -= tmp->stats.wc + tmp->magic;
1034
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1037
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1038 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1041
1176 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1177 weapon_speed = 0; 1043 weapon_speed = 0;
1044
1178 op->slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1046
1179 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1181 * go. 1049 * go.
1182 */ 1050 */
1183 op->current_weapon = tmp; 1051
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1052 if (type == PLAYER)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1053 if (settings.spell_encumbrance)
1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1186 1055
1187 break; 1056 break;
1188 1057
1189 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1192 1061
1193 case BRACERS: 1062 case BRACERS:
1194 case FORCE: 1063 case FORCE:
1195 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1196 { 1065 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1069 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1070 }
1202 else 1071 else
1203 wc += tmp->stats.wc + tmp->magic; 1072 wc += tmp->stats.wc + tmp->magic;
1204 } 1073 }
1074
1205 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1206 { 1076 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1077 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1078 {
1209 ac += best_ac; /* Remove last bonus */ 1079 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1080 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1081 }
1212 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1214 } 1084 }
1085
1215 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1088
1217 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1091
1092 if (ARMOUR_SPEED (tmp))
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1094
1221 break; 1095 break;
1222 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1223 } /* item is equipped */ 1097 } /* item is equipped */
1224 } /* for loop of items */ 1098 } /* for loop of items */
1225 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1226 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* 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. 1103 * have generated intermediate values which we now need to assign.
1228 */ 1104 */
1229 1105
1230 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1231 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1111 */
1236 for (i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1237 { 1113 {
1238 op->resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1115
1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1240 op->resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1119 }
1120
1121 if (type == PLAYER)
1241 } 1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1242 1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1243 /* Figure out the players sp/mana/hp totals. */ 1131 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level; 1132 int pl_level;
1247 1133
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! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1253 1135
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* 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. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1138 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1258 { 1141 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1143
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1144 if (i % 2 && con_bonus[stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0) 1145 if (con_bonus[stats.Con] > 0)
1263 j++; 1146 j++;
1264 else 1147 else
1265 j--; 1148 j--;
1266 } 1149
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1151 }
1269 1152
1270 for (i = 11; i <= op->level; i++) 1153 stats.maxhp += 2 * max (0, level - 10);
1271 op->stats.maxhp += 2;
1272 1154
1273 if (op->stats.hp > op->stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1156 stats.hp = stats.maxhp;
1275 1157
1276 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1278 */ 1160 */
1279 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1280 if (!mana_obj) 1162 if (!mana_obj)
1281 mana_obj = op; 1163 mana_obj = this;
1164
1282 if (!grace_obj) 1165 if (!grace_obj)
1283 grace_obj = op; 1166 grace_obj = this;
1167
1284 /* set maxsp */ 1168 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1169 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1170 mana_obj = this;
1287 1171
1288 if (mana_obj == op && op->type == PLAYER) 1172 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1173 stats.maxsp = 1;
1291 }
1292 else 1174 else
1293 { 1175 {
1294 sp_tmp = 0.0; 1176 float sp_tmp = 0.f;
1177
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1179 {
1297 float stmp; 1180 float stmp;
1298 1181
1299 /* Got some extra bonus at first level */ 1182 /* Got some extra bonus at first level */
1300 if (i < 2) 1183 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); 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1185 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; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1187
1308 if (stmp < 1.0)
1309 stmp = 1.0;
1310 sp_tmp += stmp; 1188 sp_tmp += max (1.f, stmp);
1311 } 1189 }
1312 op->stats.maxsp = (int) sp_tmp;
1313 1190
1314 for (i = 11; i <= mana_obj->level; i++) 1191 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1315 op->stats.maxsp += 2;
1316 } 1192 }
1193
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1194 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1319 op->stats.sp = op->stats.maxsp * 2;
1320 1196
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1199 grace_obj = this;
1324 1200
1325 if (grace_obj == op && op->type == PLAYER) 1201 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1202 stats.maxgrace = 1;
1328 }
1329 else 1203 else
1330 { 1204 {
1331 /* store grace in a float - this way, the divisions below don't create 1205 /* 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 1206 * 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 1207 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1208 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1209 */
1336 sp_tmp = 0.0; 1210 float sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1338 { 1213 {
1339 float grace_tmp = 0.0; 1214 float grace_tmp = 0.f;
1340 1215
1341 /* Got some extra bonus at first level */ 1216 /* Got some extra bonus at first level */
1342 if (i < 2) 1217 if (i < 2)
1343 { 1218 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 1219 else
1348 { 1220 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] 1221
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; 1222 sp_tmp += max (1.f, grace_tmp);
1355 } 1223 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357 1224
1358 /* two grace points per level after 11 */ 1225 /* two grace points per level after 10 */
1359 for (i = 11; i <= grace_obj->level; i++) 1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1360 op->stats.maxgrace += 2;
1361 } 1227 }
1228
1362 /* No limit on grace vs maxgrace */ 1229 /* No limit on grace vs maxgrace */
1363 1230
1364 if (op->contr->braced) 1231 if (contr->braced)
1365 { 1232 {
1366 ac += 2; 1233 ac += 2;
1367 wc += 4; 1234 wc += 4;
1368 } 1235 }
1369 else 1236 else
1370 ac -= dex_bonus[op->stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1371 1238
1372 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1241 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1376 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1377 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1378 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1382 */ 1249 */
1250 object *wc_obj = chosen_skill;
1383 1251
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1253 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1255
1387 for (i = 1; i < wc_obj->level; i++) 1256 for (int i = 1; i < wc_obj->level; i++)
1388 { 1257 {
1389 /* addtional wc every 6 levels */ 1258 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1259 if (!(i % 6))
1391 wc--; 1260 wc--;
1261
1392 /* addtional dam every 4 levels. */ 1262 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1265 }
1396 } 1266 }
1397 else 1267 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1268 wc -= level + thaco_bonus[stats.Str];
1399 1269
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1270 stats.dam += dam_bonus[stats.Str];
1401 1271
1402 if (op->stats.dam < 1) 1272 if (stats.dam < 1)
1403 op->stats.dam = 1; 1273 stats.dam = 1;
1404 1274
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1276
1406 if (settings.search_items && op->contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1278 speed -= 1;
1408 if (op->attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype;
1410
1411 } /* End if player */ 1279 } /* End if player */
1412 1280
1413 if (added_speed >= 0) 1281 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1282 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1284 speed /= 1.f - added_speed;
1417 1285
1418 /* Max is determined by armour */ 1286 /* Max is determined by armour */
1419 if (op->speed > max) 1287 speed = min (speed, max_speed);
1420 op->speed = max;
1421 1288
1422 if (op->type == PLAYER) 1289 if (type == PLAYER)
1423 { 1290 {
1424 /* f is a number the represents the number of kg above (positive num) 1291 /* 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 1292 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1428 */ 1295 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1430 if (f > 0) 1297 if (f > 0.f)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1432 } 1299 }
1433 1300
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1435 1303
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* 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. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1438 */ 1306 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1440 1308
1441 if (op->speed < 0.01 && op->type == PLAYER) 1309 if (speed != old_speed)
1442 op->speed = 0.01; 1310 set_speed (speed);
1443 1311
1444 if (op->type == PLAYER) 1312 if (type == PLAYER)
1445 { 1313 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1314 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1315 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1316 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1317 * that would just be a real pain to read.
1452 */ 1318 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1320 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1321 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1322 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1323 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1324 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; 1325
1326 K *= (4 + level) * 1.2f / (6 + level);
1327
1460 if (K <= 0) 1328 if (K <= 0.01f)
1461 K = 0.01; 1329 K = 0.01f;
1462 S = op->speed / (K * s); 1330
1463 op->contr->weapon_sp = S; 1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1332 }
1333
1465 /* I want to limit the power of small monsters with big weapons: */ 1334 /* 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) 1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1336 stats.dam = arch->stats.dam * 3;
1468 1337
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1339 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 1340
1485 /* if for some reason the creature doesn't have any move type, 1341 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1342 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1343 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1344 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1345 * one or the other.
1490 */ 1346 */
1491 if (op->move_type == 0) 1347 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1495 1351
1496 update_ob_speed (op); 1352 // now apply the new move_type
1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1497 1355
1498 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1357 * so we will check that now.
1500 */ 1358 */
1501 if (op->type == PLAYER) 1359 if (is_player ())
1502 esrv_update_spells (op->contr); 1360 contr->update_spells ();
1503}
1504 1361
1505/* 1362 // update the mapspace, if we are on a map
1506 * Returns true if the given player is a legal class. 1363 if (!flag [FLAG_REMOVED] && map)
1507 * The function to add and remove class-bonuses to the stats doesn't 1364 map->at (x, y).flags_ = 0;
1508 * check if the stat becomes negative, thus this function 1365}
1509 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise.
1511 */
1512 1366
1513int 1367void
1514allowed_class (const object *op) 1368object::set_glow_radius (sint8 rad)
1515{ 1369{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1370 glow_radius = rad;
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1371
1372 if (is_on_map ())
1373 update_all_los (map, x, y);
1374 else if (object *env = outer_env ())
1375 {
1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1518} 1381}
1519 1382
1520/* 1383/*
1521 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1523 * eventually change the player's face and animation) 1386 * 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 */ 1387 */
1530void 1388void
1531set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1532{ 1390{
1533 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1551 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1552 or else at random */ 1410 or else at random */
1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1555 1413
1556 level = (int) (level / 5.);
1557
1558 /* now set the new title */ 1414 /* now set the new title */
1559 if (pl->contr != NULL)
1560 {
1561 if (level == 0)
1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 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]); 1416 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]); 1417 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]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1569 else 1419 else
1570 { 1420 {
1571 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 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]); 1423 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]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1578 }
1579 } 1425 }
1580 1426
1581 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1582} 1428}
1583 1429
1584/* 1430/*
1585 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1586 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1587 * or change the ability-focus. 1433 * or change the ability-focus.
1588 */ 1434 */
1589void 1435static void
1590dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1591{ 1437{
1592 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1593 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1442
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1445 if (tmp->type == FORCE)
1601 { 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp; 1447 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1605 skin = tmp; 1449 skin = tmp;
1606 } 1450
1607 }
1608 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1452 if (abil == NULL)
1610 return; 1453 return;
1611 1454
1612 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1613 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1614 */ 1457 */
1615 if (who->level > abil->level) 1458 if (who->level > abil->level)
1616 { 1459 {
1617 /* increase our focused ability */ 1460 /* increase our focused ability */
1618 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1653 object *skill_obj; 1496 object *skill_obj;
1654 1497
1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1656 if (!skill_obj) 1499 if (!skill_obj)
1657 { 1500 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1659 return NULL; 1502 return NULL;
1660 } 1503 }
1504
1661 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1506 * still doesn't know it.
1663 */ 1507 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1510 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1668 if (op->contr) 1512
1669 { 1513 if (player *pl = op->contr)
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1514 pl->link_skills ();
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1515
1672 }
1673 return skill_obj; 1516 return skill_obj;
1674} 1517}
1675
1676 1518
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1520 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1521 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1522 * don't really gain levels
1683 */ 1525 */
1684void 1526void
1685player_lvl_adj (object *who, object *op) 1527player_lvl_adj (object *who, object *op)
1686{ 1528{
1687 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1530 bool changed = false;
1688 1531
1689 if (!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1690 op = who; 1533 op = who;
1691 1534
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1536 {
1537 changed = true;
1538
1694 op->level++; 1539 op->level++;
1695 1540
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1697 dragon_level_gain (who); 1542 dragon_level_gain (who);
1698 1543
1699 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1546 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1547 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); 1548 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; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1550 }
1706 1551
1707 fix_player (who);
1708 if (op->level > 1) 1552 if (op->level > 1)
1709 { 1553 {
1710 if (op->type != PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1712 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1713 sprintf (buf, "You are now level %d.", op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1564
1714 if (who) 1565 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1567 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1568 }
1569
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1571 {
1572 changed = true;
1573
1721 op->level--; 1574 op->level--;
1722 fix_player (who); 1575
1723 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1724 { 1577 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 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); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1580 }
1728 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1581 }
1730 /* check if the spell data has changed */ 1582
1731 esrv_update_spells (who->contr); 1583 if (changed)
1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1732} 1585}
1733 1586
1734/* 1587/*
1735 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1737 */ 1590 */
1738 1591
1739sint64 1592sint64
1740level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1741{ 1594{
1742 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1743 return (sint64) (expmul * levels[settings.max_level]);
1744 return (sint64) (expmul * levels[level]);
1745} 1596}
1746 1597
1747/* 1598/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1599 * 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 1600 * This really just checks 'op to make sure the perm_exp value is within
1755calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1756{ 1607{
1757 int p_exp_min; 1608 int p_exp_min;
1758 1609
1759 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1760 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1761 * to get the fraction */ 1612 * to get the fraction */
1762 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1763 1614
1764 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1765 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1768 if (op->perm_exp < 0) 1619 if (op->perm_exp < 0)
1769 op->perm_exp = 0; 1620 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1621 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1622 op->perm_exp = MAX_EXPERIENCE;
1772} 1623}
1773
1774 1624
1775/* Add experience to a player - exp should only be positive. 1625/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1626 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1627 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1629 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1781 */ 1631 */
1782
1783static void 1632static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1785{ 1634{
1786 object *skill_obj = NULL; 1635 object *skill_obj;
1787 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1788 int i;
1789 1637
1790 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1639 if (op->contr->braced)
1792 exp = exp / 5; 1640 exp /= 5;
1793 1641
1794 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1645 * the players inventory.
1798 */ 1646 */
1647 skill_obj = 0;
1648
1799 if (skill_name) 1649 if (skill_name)
1800 { 1650 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 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 1652
1812 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1813 * it to the player if necessary 1654 * it to the player if necessary
1814 */ 1655 */
1815 if (!skill_obj) 1656 if (!skill_obj)
1816 { 1657 {
1817 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1818 return; 1659 return;
1660
1819 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1820 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1821 }
1822 } 1663 }
1823 } 1664 }
1824 1665
1825 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1826 { 1667 {
1827 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1828 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1829 */ 1670 */
1830 exp_to_add = exp; 1671 exp_to_add = exp;
1831 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1832 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1833 exp_to_add = limit; 1674 exp_to_add = limit;
1834 1675
1835 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1836 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1843 } 1684 }
1844 1685
1845 if (skill_obj) 1686 if (skill_obj)
1846 { 1687 {
1847 exp_to_add = exp; 1688 exp_to_add = exp;
1848 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1849 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1850 exp_to_add = limit; 1691 exp_to_add = limit;
1851 1692
1852 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1853 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1859 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1860 } 1701 }
1861} 1702}
1862 1703
1863/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1864 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1865 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1866 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1867 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1868 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1869 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1870 */ 1711 */
1871sint64 1712static sint64
1872check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1873{ 1714{
1874 sint64 del_exp; 1715 sint64 del_exp;
1875 1716
1876 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1877 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1878 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1879 { 1721 {
1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1881 if (del_exp < 0) 1724 if (del_exp < 0)
1882 del_exp = 0; 1725 del_exp = 0;
1726
1883 if (exp > del_exp) 1727 if (exp > del_exp)
1884 exp = del_exp; 1728 exp = del_exp;
1885 } 1729 }
1730
1886 return exp; 1731 return exp;
1887} 1732}
1888 1733
1889sint64 1734sint64
1890check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1891{ 1736{
1892 if (exp < 0) 1737 if (exp < 0)
1893 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1894 else 1739 else
1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1896} 1741}
1897
1898 1742
1899/* Subtracts experience from player. 1743/* Subtracts experience from player.
1900 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1901 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1902 * this subtracts a portion from all 1746 * this subtracts a portion from all
1907 * where everything is at the minimum perm exp, he would lose nothing. 1751 * 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 1752 * exp is the amount of exp to subtract - thus, it should be
1909 * a postive number. 1753 * a postive number.
1910 */ 1754 */
1911static void 1755static void
1912subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1913{ 1757{
1914 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1915 object *tmp; 1759 object *tmp;
1916 sint64 del_exp; 1760 sint64 del_exp;
1917 1761
1918 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1920 { 1764 {
1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1922 { 1766 {
1923 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1924 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1925 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1926 } 1770 }
1927 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1928 { 1772 {
1929 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1930 * to match a specific skill. 1774 * to match a specific skill.
1931 */ 1775 */
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1933 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1935 } 1779 }
1936 } 1780 }
1781
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1782 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1783 {
1939 del_exp = check_exp_loss (op, exp); 1784 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1785 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1786 player_lvl_adj (op, NULL);
1942 } 1787 }
1943} 1788}
1944
1945
1946 1789
1947/* change_exp() - changes experience to a player/monster. This 1790/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1791 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1792 *
1950 * The exp passed is typically not modified much by this function - 1793 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1794 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1797 * these last two values are only used for players.
1955 */ 1798 */
1956
1957void 1799void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1959{ 1801{
1960
1961#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1804#endif
1964 1805
1965 /* safety */ 1806 /* safety */
1973 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1974 */ 1815 */
1975 if (exp == 0) 1816 if (exp == 0)
1976 return; 1817 return;
1977 1818
1978 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1979 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1980 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1981 * worth. 1822 * worth.
1982 */ 1823 */
1983 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1984 { 1825 {
1985 /* Sanity check */ 1826 /* Sanity check */
1986 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
1987 return; 1828 return;
1988 1829
1989 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1990 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1991 * more than max exp, just return. 1832 * more than max exp, just return.
2006 else 1847 else
2007 /* note that when you lose exp, it doesn't go against 1848 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1849 * a particular skill, so we don't need to pass that
2009 * along. 1850 * along.
2010 */ 1851 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1853 }
2014} 1854}
2015 1855
2016/* Applies a death penalty experience, the size of this is defined by the 1856/* 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 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1859 */
2020
2021void 1860void
2022apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
2023{ 1862{
2024 object *tmp;
2025 sint64 loss; 1863 sint64 loss;
2026 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2027 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2028 1866
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
2031 { 1869 {
2032
2033 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 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)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2035 1872
2036 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
2037 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
2038 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
2039 * tables is a lot harder. 1876 * tables is a lot harder.
2040 */ 1877 */
2041 if (level_loss < 0) 1878 if (level_loss < 0)
2042 level_loss = 0; 1879 level_loss = 0;
2043 1880
2044 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2045 1882
2046 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
2047 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
2048 } 1885 }
2049 1886
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 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)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889
2052 if (level_loss < 0) 1890 if (level_loss < 0)
2053 level_loss = 0; 1891 level_loss = 0;
1892
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2055 1894
2056 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
2057 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
2058} 1897}
2059 1898
2070 if (level > MAX_SAVE_LEVEL) 1909 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 1910 level = MAX_SAVE_LEVEL;
2072 1911
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1912 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 1913 return 0;
1914
2075 return 1; 1915 return 1;
2076} 1916}

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