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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.117 by root, Tue Apr 6 21:11:48 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
349 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 265 */
351#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 268
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 270
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
376 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
377 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 296
380 if (op->type == PLAYER) 297 if (op->type == PLAYER)
381 { 298 {
382 if (tmp->type == POTION) 299 if (tmp->type == POTION)
383 { 300 {
384 potion_max = 1; 301 potion_max = 1;
302
385 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
386 { 304 {
387 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
388 306 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 316 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 318 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
405 }
406 if (nstat != ostat) 320 if (nstat != ostat)
407 { 321 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 323 potion_max = 0;
410 } 324 }
411 else if (i) 325 else if (i)
412 { 326 {
413 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 328 potion_max = 1;
415 } 329 }
416 } 330 }
331
417 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 334 * recalculates this anyway.
420 */ 335 */
421 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
423 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 340 } /* end of potion handling code */
425 } 341 }
426 342
427 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
428 * everything to set 344 * everything to set
429 */ 345 */
430 if (flag == -1) 346 if (flag == -1)
431 { 347 {
432 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 353 * and not the other move_ fields.
438 */ 354 */
439 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
440 } 356 }
441 357
442 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
444 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
445 */ 361 */
446 op->update_stats (); 362 op->update_stats ();
447 363
448 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
449 * print out message if this is a bow. 365 * print out message if this is a bow.
450 */ 366 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 368 {
453 success = 1; 369 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 371 }
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
457 { 374 {
458 success = 1; 375 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 377 }
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
462 { 380 {
463 success = 1; 381 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 383 }
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
467 { 386 {
468 success = 1; 387 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 389 }
390
471 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 395 * from fly high)
476 */ 396 */
477 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
478 { 398 {
479 success = 1; 399 success = 1;
480 400
481 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
482 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
483 */ 403 */
484 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
485 { 405 {
486 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
487 } 407 }
488 408
489 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 410 {
491 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 412 * in that case, you don't actually land
493 */ 413 */
494 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
495 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 416 }
417
497 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499
500 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op);
502 } 420 }
503 421
504 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
505 * originally undead may change their status 423 * originally undead may change their status
506 */ 424 */
507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
509 { 427 {
510 success = 1; 428 success = 1;
511 if (flag > 0) 429 if (flag > 0)
512 { 430 {
513 op->race = "undead"; 431 op->race = "undead";
514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 } 433 }
516 else 434 else
517 { 435 {
518 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
519 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520 } 438 }
521 } 439 }
522 440
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
524 { 442 {
525 success = 1; 443 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 445 }
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
529 { 448 {
530 success = 1; 449 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 451 }
452
533 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 454 * vision
535 */ 455 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
537 { 457 {
538 success = 1; 458 success = 1;
539 if (flag > 0) 459 if (flag > 0)
540 { 460 {
541 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
542 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
543 else 463 else
544 { 464 {
545 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
546 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
548 op->contr->do_los = 1; 468 op->contr->do_los = 1;
549 } 469 }
550 } 470 }
551 else 471 else
552 { 472 {
553 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
554 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
555 else 475 else
556 { 476 {
557 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
558 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
560 op->contr->do_los = 1; 480 op->contr->do_los = 1;
561 } 481 }
562 } 482 }
563 } 483 }
564 484
565 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
566 { 486 {
567 success = 1; 487 success = 1;
568 if (op->type == PLAYER) 488 if (op->type == PLAYER)
569 op->contr->do_los = 1; 489 op->contr->do_los = 1;
570 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
571 } 491 }
572 492
573 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
574 { 494 {
575 success = 1; 495 success = 1;
576 if (flag > 0) 496 if (flag > 0)
577 { 497 {
578 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
579 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
580 else 500 else
581 { 501 {
582 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
583 if (op->type == PLAYER) 503 if (op->type == PLAYER)
584 op->contr->do_los = 1; 504 op->contr->do_los = 1;
585 } 505 }
586 } 506 }
587 else 507 else
588 { 508 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
591 else 511 else
592 { 512 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
594 if (op->type == PLAYER) 514 if (op->type == PLAYER)
601 { 521 {
602 success = 1; 522 success = 1;
603 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
604 } 524 }
605 525
526 if (digest_types [tmp->type])
527 {
606 if (tmp->stats.hp && op->type == PLAYER) 528 if (tmp->stats.hp && op->type == PLAYER)
607 { 529 {
608 success = 1; 530 success = 1;
609 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
610 } 532 }
611 533
612 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 534 if (tmp->stats.sp && op->type == PLAYER
613 { 535 && tmp->type != SKILL && tmp->type != BOW)
536 {
614 success = 1; 537 success = 1;
615 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
616 } 539 }
617 540
618 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
619 if (tmp->stats.grace && op->type == PLAYER) 542 if (tmp->stats.grace && op->type == PLAYER)
620 { 543 {
621 success = 1; 544 success = 1;
622 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
623 } 546 }
624 547
625 if (tmp->stats.food && op->type == PLAYER) 548 if (tmp->stats.food && op->type == PLAYER)
626 { 549 {
627 success = 1; 550 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 }
629 } 553 }
630 554
631 /* Messages for changed resistance */ 555 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++) 556 for (int i = 0; i < NROFATTACKS; i++)
633 { 557 {
634 if (i == ATNR_PHYSICAL) 558 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */ 559 continue; /* Don't display about armour */
636 560
637 if (op->resist[i] != refop.resist[i]) 561 if (op->resist [i] != prev_resist [i])
638 { 562 {
639 success = 1; 563 success = 1;
564
640 if (op->resist[i] > refop.resist[i]) 565 if (op->resist [i] > prev_resist [i])
641 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
642 else 567 else
643 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 568 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
644 569
645 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 570 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
646 } 571 }
647 } 572 }
648 573
649 if (!potion_max) 574 if (!potion_max)
650 {
651 for (j = 0; j < NUM_STATS; j++) 575 for (int j = 0; j < NUM_STATS; j++)
652 { 576 if (int i = tmp->stats.stat (j))
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
654 { 577 {
655 success = 1; 578 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 579 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 580 }
658 } 581
659 }
660 return success; 582 return success;
661} 583}
662 584
663/* 585/*
664 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 588 */
667
668void 589void
669object::drain_stat () 590object::drain_stat ()
670{ 591{
671 drain_specific_stat (RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
672} 593}
673 594
674void 595void
675object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
676{ 597{
677 object *tmp; 598 object *tmp;
678 archetype *at; 599 archetype *at;
679 600
680 at = archetype::find (ARCH_DEPLETION); 601 at = archetype::find (shstr_depletion);
681 if (!at) 602 if (!at)
682 { 603 {
683 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
684 return; 605 return;
685 } 606 }
687 { 608 {
688 tmp = present_arch_in_ob (at, this); 609 tmp = present_arch_in_ob (at, this);
689 610
690 if (!tmp) 611 if (!tmp)
691 { 612 {
692 tmp = arch_to_object (at); 613 tmp = at->instance ();
693 tmp = insert_ob_in_ob (tmp, this); 614 tmp = insert_ob_in_ob (tmp, this);
694 SET_FLAG (tmp, FLAG_APPLIED); 615 SET_FLAG (tmp, FLAG_APPLIED);
695 } 616 }
696 } 617 }
697 618
705 * via an applied bad_luck object. 626 * via an applied bad_luck object.
706 */ 627 */
707void 628void
708object::change_luck (int value) 629object::change_luck (int value)
709{ 630{
710 archetype *at = archetype::find ("luck"); 631 archetype *at = archetype::find (shstr_luck);
711 if (!at) 632 if (!at)
712 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
713 else 634 else
714 { 635 {
715 object *tmp = present_arch_in_ob (at, this); 636 object *tmp = present_arch_in_ob (at, this);
717 if (!tmp) 638 if (!tmp)
718 { 639 {
719 if (!value) 640 if (!value)
720 return; 641 return;
721 642
722 tmp = arch_to_object (at); 643 tmp = at->instance ();
723 tmp = insert_ob_in_ob (tmp, this); 644 tmp = insert_ob_in_ob (tmp, this);
724 SET_FLAG (tmp, FLAG_APPLIED); 645 SET_FLAG (tmp, FLAG_APPLIED);
725 } 646 }
726 647
727 if (value) 648 if (value)
744 return; 665 return;
745 666
746 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
748 */ 669 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 671 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 673
753 stats.luck += diff; 674 stats.luck += diff;
754 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
761 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
762 */ 683 */
763void 684void
764object::remove_statbonus () 685object::remove_statbonus ()
765{ 686{
766 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
767 stats.Dex -= arch->clone.stats.Dex; 688 {
768 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
769 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
770 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
771 stats.Cha -= arch->clone.stats.Cha; 692 }
772 stats.Int -= arch->clone.stats.Int;
773
774 contr->orig_stats.Str -= arch->clone.stats.Str;
775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
776 contr->orig_stats.Con -= arch->clone.stats.Con;
777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
780 contr->orig_stats.Int -= arch->clone.stats.Int;
781} 693}
782 694
783/* 695/*
784 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
785 */ 697 */
786void 698void
787object::add_statbonus () 699object::add_statbonus ()
788{ 700{
789 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
790 stats.Dex += arch->clone.stats.Dex; 702 {
791 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
792 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
793 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
794 stats.Cha += arch->clone.stats.Cha; 706 }
795 stats.Int += arch->clone.stats.Int;
796
797 contr->orig_stats.Str += arch->clone.stats.Str;
798 contr->orig_stats.Dex += arch->clone.stats.Dex;
799 contr->orig_stats.Con += arch->clone.stats.Con;
800 contr->orig_stats.Wis += arch->clone.stats.Wis;
801 contr->orig_stats.Pow += arch->clone.stats.Pow;
802 contr->orig_stats.Cha += arch->clone.stats.Cha;
803 contr->orig_stats.Int += arch->clone.stats.Int;
804} 707}
708
709static struct copy_flags : object::flags_t
710{
711 copy_flags ()
712 {
713 set (FLAG_LIFESAVE);
714 set (FLAG_REFL_SPELL);
715 set (FLAG_REFL_MISSILE);
716 set (FLAG_STEALTH);
717 set (FLAG_XRAYS);
718 set (FLAG_BLIND);
719 set (FLAG_SEE_IN_DARK);
720 }
721} copy_flags;
805 722
806/* 723/*
807 * Updates all abilities given by applied objects in the inventory 724 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 725 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 726 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 727 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 728 * and then adjusts them according to what the player has equipped.
812 */ 729 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 730 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 731 * spell system split, grace points now added to system --peterm
816 */ 732 */
817
818void 733void
819object::update_stats () 734object::update_stats ()
820{ 735{
821 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 736 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 737 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 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
827 745
828 /* 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 */
829 if (type == PLAYER) 747 if (type == PLAYER)
830 { 748 {
749 contr->delayed_update = false;
750
831 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 752 stat_sum [i] = contr->orig_stats.stat (i);
833 753
834 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 755 contr->encumbrance = 0;
836 756
837 attacktype = 0; 757 attacktype = 0;
758
838 contr->digestion = 0; 759 contr->digestion = 0;
839 contr->gen_hp = 0; 760 contr->gen_hp = 0;
840 contr->gen_sp = 0; 761 contr->gen_sp = 0;
841 contr->gen_grace = 0; 762 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 764 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 765 }
854 766
855 memcpy (body_used, body_info, sizeof (body_info)); 767 for (int i = NUM_BODY_LOCATIONS; i--; )
768 slot[i].used = slot[i].info;
856 769
857 slaying = 0; 770 slaying = 0;
858 771
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 773 {
864 777
865 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 CLEAR_FLAG (this, FLAG_LIFESAVE);
866 CLEAR_FLAG (this, FLAG_STEALTH); 779 CLEAR_FLAG (this, FLAG_STEALTH);
867 CLEAR_FLAG (this, FLAG_BLIND); 780 CLEAR_FLAG (this, FLAG_BLIND);
868 781
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 783 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 785 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 786
874 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
875 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
876 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
877 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
878 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
879 chosen_skill = NULL;
880 792
881 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
882 * archetype clone 794 * archetype clone
883 */ 795 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
885 797
886 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
887 { 799 {
888 if (resist[i] > 0) 800 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
890 else 802 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
892 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
893 } 806 }
894 807
895 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
896 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
897 810
898 /* 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,
899 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
900 * 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 -
901 * 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,
902 * 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
903 * that their protection from physical goes down 816 * that their protection from physical goes down
904 */ 817 */
905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 { 819 {
907 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
909 } 822 }
910 else 823 else
911 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
912 825
913 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
914 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
915 830
916 /* 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.
917 * 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.
918 */ 833 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
921 { 835 {
922 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here.
924 */
925 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius;
927
928 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
929 * 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
930 * then calls this function. 838 * then calls this function.
931 */ 839 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
934 844
935 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
936 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
937 { 847 {
938 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
951 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
952 grace_obj = tmp; 862 grace_obj = tmp;
953 } 863 }
954 } 864 }
955 865
956 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
957 * objects need to make adjustments. 867 * objects need to make adjustments.
958 * This block should handle all player specific changes 868 * This block should handle all player specific changes
959 * 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
960 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
961 * 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,
962 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
963 * up, etc. 873 * up, etc.
964 */ 874 */
965 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)
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
967 { 879 {
968 if (type == PLAYER) 880 if (type == PLAYER)
969 { 881 {
970 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
971 contr->ranges[range_bow] = tmp;
972 883
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
974 contr->ranges[range_misc] = tmp;
975
976 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
978 886
979 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
980 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array.
982 */
983 if ((tmp->type == WEAPON) ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985 (tmp->type == SHIELD) || (tmp->type == RING) ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
990 (tmp->type == SKILL))
991 { 888 {
992 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
994 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power;
998 } 895 }
999 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1000 902
1001 /* Update slots used for items */ 903 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1005 907
1006 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1;
1011 }
1012 910
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
1018 if (tmp->type != POTION) 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1019 { 928 {
1020 for (i = 0; i < NROFATTACKS; i++) 929 attacktype |= tmp->attacktype;
1021 { 930 path_attuned |= tmp->path_attuned;
1022 /* Potential for cursed potions, in which case we just can use 931 path_repelled |= tmp->path_repelled;
1023 * a straight MAX, as potion_resist is initialized to zero. 932 path_denied |= tmp->path_denied;
1024 */ 933 move_type |= tmp->move_type;
1025 if (tmp->type == POTION_EFFECT) 934 stats.luck += tmp->stats.luck;
1026 {
1027 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else
1030 potion_resist[i] = tmp->resist[i];
1031 }
1032 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1036 }
1037 } 935 }
1038 936
1039 /* There may be other things that should not adjust the attacktype */ 937 flag |= tmp->flag & copy_flags;
1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1041 attacktype |= tmp->attacktype;
1042 938
1043 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied;
1046 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type;
1048
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE);
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1056
1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1058 SET_FLAG (this, FLAG_UNDEAD); 940 SET_FLAG (this, FLAG_UNDEAD);
1059 941
942 //TODO: copy_flags?
1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 { 944 {
1062 SET_FLAG (this, FLAG_MAKE_INVIS); 945 SET_FLAG (this, FLAG_MAKE_INVIS);
1063 invisible = 1; 946 invisible = 1;
1064 } 947 }
1065 948
1066 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 950 {
1068 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1069 { 952 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 955 }
1073 else 956 else
1074 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1075 } 958 }
1076 959
1077 switch (tmp->type) 960 switch (tmp->type)
1078 { 961 {
1079 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */
1081 case SKILL: 962 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1083 break; 966 break;
1084 967
1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1088 if (chosen_skill) 968 if (chosen_skill)
969 {
1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1090 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1091 chosen_skill = tmp; 978 chosen_skill = tmp;
1092 979
1093 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1097 984
1098 if (weapon_speed < 0)
1099 weapon_speed = 0;
1100
1101 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1103 987
1104 if (tmp->magic) 988 if (tmp->magic)
1105 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1106 } 990 }
1107 991
1108 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1110 994
1111 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1112 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1113 997
1114 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1116 1000
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += 3 * tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1123 break; 1003 }
1124 1004
1125 case SKILL_TOOL:
1126 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128
1129 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1005 break;
1134 1006
1135 case SHIELD: 1007 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += tmp->weight / 2000;
1010 //FALLTHROUGH
1138 case RING: 1011 case RING:
1139 case AMULET: 1012 case AMULET:
1140 case GIRDLE: 1013 case GIRDLE:
1141 case HELMET: 1014 case HELMET:
1142 case BOOTS: 1015 case BOOTS:
1143 case GLOVES: 1016 case GLOVES:
1144 case CLOAK: 1017 case CLOAK:
1145 if (tmp->stats.wc) 1018 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1019 wc -= tmp->stats.wc + tmp->magic;
1147 1020
1148 if (tmp->stats.dam) 1021 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1150 1023
1151 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1025 ac -= tmp->stats.ac + tmp->magic;
1153 1026
1154 break; 1027 break;
1155 1028
1029 case WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1034 case BOW:
1156 case WEAPON: 1035 case WEAPON:
1157 wc -= (tmp->stats.wc + tmp->magic); 1036 wc -= tmp->stats.wc + tmp->magic;
1158 1037
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1161 1040
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1041 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1044
1166 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1167 weapon_speed = 0; 1046 weapon_speed = 0;
1168 1047
1169 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1049
1170 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1172 * go. 1052 * go.
1173 */ 1053 */
1174 current_weapon = tmp; 1054
1055 if (type == PLAYER)
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1056 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1177 1058
1178 break; 1059 break;
1179 1060
1180 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1063 contr->encumbrance += tmp->weight / 1000;
1183 1064
1184 case BRACERS: 1065 case BRACERS:
1185 case FORCE: 1066 case FORCE:
1186 if (tmp->stats.wc) 1067 if (tmp->stats.wc)
1187 { 1068 {
1204 else /* To nullify the below effect */ 1085 else /* To nullify the below effect */
1205 ac += tmp->stats.ac + tmp->magic; 1086 ac += tmp->stats.ac + tmp->magic;
1206 } 1087 }
1207 1088
1208 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1209 wc -= (tmp->stats.wc + tmp->magic); 1090 wc -= tmp->stats.wc + tmp->magic;
1210 1091
1211 if (tmp->stats.ac) 1092 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1093 ac -= tmp->stats.ac + tmp->magic;
1213 1094
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1095 if (ARMOUR_SPEED (tmp))
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1096 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1216 1097
1217 break; 1098 break;
1218 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1219 } /* item is equipped */ 1100 } /* item is equipped */
1220 } /* for loop of items */ 1101 } /* for loop of items */
1102
1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1221 1104
1222 /* We've gone through all the objects the player has equipped. For many things, we 1105 /* We've gone through all the objects the player has equipped. For many things, we
1223 * have generated intermediate values which we now need to assign. 1106 * have generated intermediate values which we now need to assign.
1224 */ 1107 */
1225 1108
1227 * If there is an uncursed potion in effect, granting more protection 1110 * If there is an uncursed potion in effect, granting more protection
1228 * than that, we take: 'total resistance = resistance from potion'. 1111 * than that, we take: 'total resistance = resistance from potion'.
1229 * If there is a cursed (and no uncursed) potion in effect, we take 1112 * If there is a cursed (and no uncursed) potion in effect, we take
1230 * 'total resistance = vulnerability from cursed potion'. 1113 * 'total resistance = vulnerability from cursed potion'.
1231 */ 1114 */
1232 for (i = 0; i < NROFATTACKS; i++) 1115 for (int i = 0; i < NROFATTACKS; i++)
1233 { 1116 {
1234 resist[i] = prot[i] - vuln[i]; 1117 resist[i] = prot[i] - vuln[i];
1235 1118
1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1119 if (potion_resist[i] != -1000
1120 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1237 resist[i] = potion_resist[i]; 1121 resist[i] = potion_resist[i];
1238 } 1122 }
1239 1123
1240 /* Figure out the players sp/mana/hp totals. */
1241 if (type == PLAYER) 1124 if (type == PLAYER)
1242 { 1125 {
1126 // clamp various player stats
1127 for (int i = 0; i < NUM_STATS; ++i)
1128 stats.stat (i) = stat_sum [i];
1129
1130 check_stat_bounds (&stats);
1131
1132 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1133
1134 /* Figure out the players sp/mana/hp totals. */
1243 int pl_level; 1135 int pl_level;
1244 1136
1245 check_stat_bounds (&(stats));
1246 pl_level = level;
1247
1248 if (pl_level < 1)
1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1137 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1250 1138
1251 /* You basically get half a con bonus/level. But we do take into account rounding, 1139 /* You basically get half a con bonus/level. But we do take into account rounding,
1252 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1140 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1253 */ 1141 */
1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1142 stats.maxhp = 0;
1143 for (int i = 1; i <= min (10, pl_level); i++)
1255 { 1144 {
1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1145 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257 1146
1258 if (i % 2 && con_bonus[stats.Con] % 2) 1147 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[stats.Con] > 0) 1148 if (con_bonus[stats.Con] > 0)
1261 j++; 1149 j++;
1262 else 1150 else
1263 j--; 1151 j--;
1264 }
1265 1152
1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1153 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1267 } 1154 }
1268 1155
1269 for (i = 11; i <= level; i++) 1156 stats.maxhp += 2 * max (0, level - 10);
1270 stats.maxhp += 2;
1271 1157
1272 if (stats.hp > stats.maxhp) 1158 if (stats.hp > stats.maxhp)
1273 stats.hp = stats.maxhp; 1159 stats.hp = stats.maxhp;
1274 1160
1275 /* Sp gain is controlled by the level of the player's 1161 /* Sp gain is controlled by the level of the player's
1288 1174
1289 if (mana_obj == this && type == PLAYER) 1175 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1176 stats.maxsp = 1;
1291 else 1177 else
1292 { 1178 {
1293 sp_tmp = 0.0; 1179 float sp_tmp = 0.f;
1294 1180
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1181 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1182 {
1297 float stmp; 1183 float stmp;
1298 1184
1299 /* Got some extra bonus at first level */ 1185 /* Got some extra bonus at first level */
1300 if (i < 2) 1186 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1188 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1189 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1190
1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1308 sp_tmp += stmp; 1191 sp_tmp += max (1.f, stmp);
1309 } 1192 }
1310 1193
1311 stats.maxsp = (int) sp_tmp; 1194 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1312
1313 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2;
1315 } 1195 }
1196
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1197 /* Characters can get their sp supercharged via rune of transferrance */
1317 if (stats.sp > stats.maxsp * 2) 1198 stats.sp = min (stats.sp, stats.maxsp * 2);
1318 stats.sp = stats.maxsp * 2;
1319 1199
1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1200 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1321 if (!grace_obj || !grace_obj->level || type != PLAYER) 1201 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this; 1202 grace_obj = this;
1323 1203
1328 /* store grace in a float - this way, the divisions below don't create 1208 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1209 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1210 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1211 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1212 */
1333 sp_tmp = 0.0; 1213 float sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1214
1215 for (int i = 1; i <= min (10, grace_obj->level); i++)
1335 { 1216 {
1336 float grace_tmp = 0.0; 1217 float grace_tmp = 0.f;
1337 1218
1338 /* Got some extra bonus at first level */ 1219 /* Got some extra bonus at first level */
1339 if (i < 2) 1220 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1222 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1223 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1224
1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1349 sp_tmp += grace_tmp; 1225 sp_tmp += max (1.f, grace_tmp);
1350 } 1226 }
1351 1227
1352 stats.maxgrace = (int) sp_tmp;
1353
1354 /* two grace points per level after 11 */ 1228 /* two grace points per level after 10 */
1355 for (i = 11; i <= grace_obj->level; i++) 1229 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1356 stats.maxgrace += 2;
1357 } 1230 }
1231
1358 /* No limit on grace vs maxgrace */ 1232 /* No limit on grace vs maxgrace */
1359 1233
1360 if (contr->braced) 1234 if (contr->braced)
1361 { 1235 {
1362 ac += 2; 1236 ac += 2;
1374 * improvement every level, now its fighterlevel/5. So 1248 * improvement every level, now its fighterlevel/5. So
1375 * we give the player a bonus here in wc and dam 1249 * we give the player a bonus here in wc and dam
1376 * to make up for the change. Note that I left the 1250 * to make up for the change. Note that I left the
1377 * monster bonus the same as before. -b.t. 1251 * monster bonus the same as before. -b.t.
1378 */ 1252 */
1253 object *wc_obj = chosen_skill;
1379 1254
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1255 if (contr && wc_obj && wc_obj->level > 1)
1381 { 1256 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1257 wc -= wc_obj->level + thaco_bonus[stats.Str];
1258
1383 for (i = 1; i < wc_obj->level; i++) 1259 for (int i = 1; i < wc_obj->level; i++)
1384 { 1260 {
1385 /* addtional wc every 6 levels */ 1261 /* additional wc every 6 levels */
1386 if (!(i % 6)) 1262 if (!(i % 6))
1387 wc--; 1263 wc--;
1264
1388 /* addtional dam every 4 levels. */ 1265 /* additional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1266 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1267 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1268 }
1392 } 1269 }
1393 else 1270 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1271 wc -= level + thaco_bonus[stats.Str];
1395 1272
1396 stats.dam += dam_bonus[stats.Str]; 1273 stats.dam += dam_bonus[stats.Str];
1397 1274
1398 if (stats.dam < 1) 1275 if (stats.dam < 1)
1399 stats.dam = 1; 1276 stats.dam = 1;
1400 1277
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1278 speed = 1.f + speed_bonus[stats.Dex];
1402 1279
1403 if (settings.search_items && contr->search_str[0]) 1280 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1281 speed -= 1;
1405
1406 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype;
1408
1409 } /* End if player */ 1282 } /* End if player */
1410 1283
1411 if (added_speed >= 0) 1284 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1285 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1286 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1287 speed /= 1.f - added_speed;
1415 1288
1416 /* Max is determined by armour */ 1289 /* Max is determined by armour */
1417 if (speed > max) 1290 speed = min (speed, max_speed);
1418 speed = max;
1419 1291
1420 if (type == PLAYER) 1292 if (type == PLAYER)
1421 { 1293 {
1422 /* f is a number the represents the number of kg above (positive num) 1294 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1295 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1296 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1297 * much above he is, and what is max carry is
1426 */ 1298 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1299 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1300 if (f > 0.f)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1301 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1302 }
1431 1303
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1304 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 speed *= speed_reduce_from_disease;
1433 1306
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1307 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1308 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1309 */
1437 speed = speed * speed_reduce_from_disease; 1310 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1438 1311
1439 if (speed < 0.01 && type == PLAYER) 1312 if (speed != old_speed)
1440 speed = 0.01; 1313 set_speed (speed);
1441 1314
1442 if (type == PLAYER) 1315 if (type == PLAYER)
1443 { 1316 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1317 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1318 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1319 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1320 * that would just be a real pain to read.
1450 */ 1321 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1322 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1323 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1324 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1325 float s = (20 - weapon_speed) / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1326 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1327 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1328
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1329 K *= (4 + level) * 1.2f / (6 + level);
1330
1458 if (K <= 0) 1331 if (K <= 0.01f)
1459 K = 0.01; 1332 K = 0.01f;
1460 S = speed / (K * s); 1333
1461 contr->weapon_sp = S; 1334 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1335 }
1463 1336
1464 /* I want to limit the power of small monsters with big weapons: */ 1337 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1338 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1339 stats.dam = arch->stats.dam * 3;
1467 1340
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1341 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1469 * should be more than enough - remember, AC is also in 8 bits, 1342 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1470 * so its value is the same.
1471 */
1472 if (wc > 120)
1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1477 stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1484 stats.ac = ac;
1485 1343
1486 /* if for some reason the creature doesn't have any move type, 1344 /* if for some reason the creature doesn't have any move type,
1487 * give them walking as a default. 1345 * give them walking as a default.
1488 * The second case is a special case - to more closely mimic the 1346 * The second case is a special case - to more closely mimic the
1489 * old behaviour - if your flying, your not walking - just 1347 * old behaviour - if your flying, your not walking - just
1492 if (move_type == 0) 1350 if (move_type == 0)
1493 move_type = MOVE_WALK; 1351 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1352 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1353 move_type &= ~MOVE_WALK;
1496 1354
1497 update_ob_speed (this); 1355 // now apply the new move_type
1356 if (this->move_type != move_type)
1357 change_move_type (move_type);
1498 1358
1499 /* It is quite possible that a player's spell costing might have changed, 1359 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1360 * so we will check that now.
1501 */ 1361 */
1502 if (type == PLAYER) 1362 if (is_player ())
1363 contr->update_spells ();
1364
1365 // update the mapspace, if we are on a map
1366 if (!flag [FLAG_REMOVED] && map)
1367 map->at (x, y).flags_ = 0;
1368}
1369
1370void
1371object::set_glow_radius (sint8 rad)
1372{
1373 glow_radius = rad;
1374
1375 if (is_on_map ())
1376 update_all_los (map, x, y);
1377 else if (object *env = outer_env ())
1503 { 1378 {
1504 esrv_update_stats (contr); 1379 env->update_stats ();
1505 esrv_update_spells (contr); 1380
1381 if (env->is_on_map ())
1382 update_all_los (env->map, env->x, env->y);
1506 } 1383 }
1507} 1384}
1508 1385
1509/* 1386/*
1510 * Returns true if the given player is a legal class. 1387 * Returns true if the given player is a legal class.
1514 * false otherwise. 1391 * false otherwise.
1515 */ 1392 */
1516int 1393int
1517allowed_class (const object *op) 1394allowed_class (const object *op)
1518{ 1395{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1396 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1397 && op->stats.Str > 0
1398 && op->stats.Con > 0
1399 && op->stats.Int > 0
1400 && op->stats.Wis > 0
1401 && op->stats.Pow > 0
1402 && op->stats.Cha > 0;
1521} 1403}
1522 1404
1523/* 1405/*
1524 * set the new dragon name after gaining levels or 1406 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1407 * changing ability focus (later this can be extended to
1526 * eventually change the player's face and animation) 1408 * eventually change the player's face and animation)
1527 *
1528 * Note that the title is written to 'own_title' in the
1529 * player struct. This should be changed to 'ext_title'
1530 * as soon as clients support this!
1531 * Please, anyone, write support for 'ext_title'.
1532 */ 1409 */
1533void 1410void
1534set_dragon_name (object *pl, const object *abil, const object *skin) 1411set_dragon_name (object *pl, const object *abil, const object *skin)
1535{ 1412{
1536 int atnr = -1; /* attacknumber of highest level */ 1413 int atnr = -1; /* attacknumber of highest level */
1554 /* now if there are equals at highest level, pick the one with focus, 1431 /* now if there are equals at highest level, pick the one with focus,
1555 or else at random */ 1432 or else at random */
1556 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1433 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1557 atnr = abil->stats.exp; 1434 atnr = abil->stats.exp;
1558 1435
1559 level = (int) (level / 5.);
1560
1561 /* now set the new title */ 1436 /* now set the new title */
1562 if (pl->contr != NULL)
1563 {
1564 if (level == 0)
1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1437 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1566 else if (level == 1)
1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1438 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1568 else if (level == 2)
1569 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1439 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1570 else if (level == 3)
1571 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1440 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1572 else 1441 else
1573 { 1442 {
1574 /* special titles for extra high resistance! */ 1443 /* special titles for extra high resistance! */
1575 if (skin->resist[atnr] > 80)
1576 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1444 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1577 else if (skin->resist[atnr] > 50)
1578 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1445 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1579 else
1580 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1446 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1581 }
1582 } 1447 }
1583 1448
1584 strcpy (pl->contr->own_title, ""); 1449 strcpy (pl->contr->own_title, "");
1585} 1450}
1586 1451
1587/* 1452/*
1588 * This function is called when a dragon-player gains 1453 * This function is called when a dragon-player gains
1589 * an overall level. Here, the dragon might gain new abilities 1454 * an overall level. Here, the dragon might gain new abilities
1590 * or change the ability-focus. 1455 * or change the ability-focus.
1591 */ 1456 */
1592void 1457static void
1593dragon_level_gain (object *who) 1458dragon_level_gain (object *who)
1594{ 1459{
1595 object *abil = NULL; /* pointer to dragon ability force */ 1460 object *abil = NULL; /* pointer to dragon ability force */
1596 object *skin = NULL; /* pointer to dragon skin force */ 1461 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1462 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1463 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1464
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1465 /* now grab the 'dragon_ability'-forces from the player's inventory */
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1466 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1467 if (tmp->type == FORCE)
1604 { 1468 if (tmp->arch->archname == shstr_dragon_ability_force)
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1606 abil = tmp; 1469 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1470 else if (tmp->arch->archname == shstr_dragon_skin_force)
1608 skin = tmp; 1471 skin = tmp;
1609 } 1472
1610 }
1611 /* if the force is missing -> bail out */ 1473 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1474 if (abil == NULL)
1613 return; 1475 return;
1614 1476
1615 /* The ability_force keeps track of maximum level ever achieved. 1477 /* The ability_force keeps track of maximum level ever achieved.
1656 object *skill_obj; 1518 object *skill_obj;
1657 1519
1658 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1520 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1659 if (!skill_obj) 1521 if (!skill_obj)
1660 { 1522 {
1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1523 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1662 return NULL; 1524 return NULL;
1663 } 1525 }
1526
1664 /* clear the flag - exp goes into this bucket, but player 1527 /* clear the flag - exp goes into this bucket, but player
1665 * still doesn't know it. 1528 * still doesn't know it.
1666 */ 1529 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1530 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1531 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1532 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1533 op->insert (skill_obj);
1671 if (op->contr) 1534
1672 { 1535 if (player *pl = op->contr)
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1536 pl->link_skills ();
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1537
1675 }
1676 return skill_obj; 1538 return skill_obj;
1677} 1539}
1678
1679 1540
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1541/* player_lvl_adj() - for the new exp system. we are concerned with
1681 * whether the player gets more hp, sp and new levels. 1542 * whether the player gets more hp, sp and new levels.
1682 * Note this this function should only be called for players. Monstes 1543 * Note this this function should only be called for players. Monstes
1683 * don't really gain levels 1544 * don't really gain levels
1686 */ 1547 */
1687void 1548void
1688player_lvl_adj (object *who, object *op) 1549player_lvl_adj (object *who, object *op)
1689{ 1550{
1690 char buf[MAX_BUF]; 1551 char buf[MAX_BUF];
1552 bool changed = false;
1691 1553
1692 if (!op) /* when rolling stats */ 1554 if (!op) /* when rolling stats */
1693 op = who; 1555 op = who;
1694 1556
1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1557 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 { 1558 {
1559 changed = true;
1560
1697 op->level++; 1561 op->level++;
1698 1562
1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1563 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1700 dragon_level_gain (who); 1564 dragon_level_gain (who);
1701 1565
1702 /* Only roll these if it is the player (who) that gained the level */ 1566 /* Only roll these if it is the player (who) that gained the level */
1703 if (op == who && (who->level < 11) && who->type == PLAYER) 1567 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 { 1568 {
1705 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1569 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1706 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1570 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1707 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1571 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 } 1572 }
1709 1573
1710 who->update_stats ();
1711 if (op->level > 1) 1574 if (op->level > 1)
1712 { 1575 {
1713 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1577 {
1578 who->contr->play_sound (sound_find ("skill_up"));
1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1579 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1580 }
1715 else 1581 else
1582 {
1583 who->contr->play_sound (sound_find ("level_up"));
1716 sprintf (buf, "You are now level %d.", op->level); 1584 sprintf (buf, "You are now level %d.", op->level);
1585 }
1586
1717 if (who) 1587 if (who)
1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1588 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 } 1589 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 } 1590 }
1591
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1592 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 { 1593 {
1594 changed = true;
1595
1724 op->level--; 1596 op->level--;
1725 who->update_stats (); 1597
1726 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1727 { 1599 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1600 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1601 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 } 1602 }
1731 player_lvl_adj (who, op); /* To decrease more levels */
1732 } 1603 }
1733 1604
1734 /* check if the spell data has changed */ 1605 if (changed)
1735 esrv_update_stats (who->contr); 1606 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1736 esrv_update_spells (who->contr);
1737} 1607}
1738 1608
1739/* 1609/*
1740 * Returns how much experience is needed for a player to become 1610 * Returns how much experience is needed for a player to become
1741 * the given level. level should really never exceed max_level 1611 * the given level. level should really never exceed max_level
1744sint64 1614sint64
1745level_exp (int level, double expmul) 1615level_exp (int level, double expmul)
1746{ 1616{
1747 if (level > settings.max_level) 1617 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1618 return (sint64) (expmul * levels[settings.max_level]);
1619
1749 return (sint64) (expmul * levels[level]); 1620 return (sint64) (expmul * levels[level]);
1750} 1621}
1751 1622
1752/* 1623/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1624 * Ensure that the permanent experience requirements in an exp object are met.
1784 * flag is what to do if the player doesn't have the skill: 1655 * flag is what to do if the player doesn't have the skill:
1785 */ 1656 */
1786static void 1657static void
1787add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1658add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1788{ 1659{
1789 object *skill_obj = NULL; 1660 object *skill_obj;
1790 sint64 limit, exp_to_add; 1661 sint64 limit, exp_to_add;
1791 int i; 1662 int i;
1792 1663
1793 /* prevents some forms of abuse. */ 1664 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1665 if (op->contr->braced)
1795 exp = exp / 5; 1666 exp /= 5;
1796 1667
1797 /* Try to find the matching skill. 1668 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1669 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1670 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1671 * the players inventory.
1801 */ 1672 */
1673 skill_obj = 0;
1674
1802 if (skill_name) 1675 if (skill_name)
1803 { 1676 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1677 skill_obj = op->contr->find_skill (skill_name);
1805 skill_obj = op->chosen_skill;
1806 else
1807 {
1808 for (i = 0; i < NUM_SKILLS; i++)
1809 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1810 {
1811 skill_obj = op->contr->last_skill_ob[i];
1812 break;
1813 }
1814 1678
1815 /* Player doesn't have the skill. Check to see what to do, and give 1679 /* Player doesn't have the skill. Check to see what to do, and give
1816 * it to the player if necessary 1680 * it to the player if necessary
1817 */ 1681 */
1818 if (!skill_obj) 1682 if (!skill_obj)
1819 { 1683 {
1820 if (flag == SK_EXP_NONE) 1684 if (flag == SK_EXP_NONE)
1821 return; 1685 return;
1686
1822 else if (flag == SK_EXP_ADD_SKILL) 1687 if (flag == SK_EXP_ADD_SKILL)
1823 give_skill_by_name (op, skill_name); 1688 skill_obj = give_skill_by_name (op, skill_name);
1824 }
1825 } 1689 }
1826 } 1690 }
1827 1691
1828 if (flag != SK_EXP_SKILL_ONLY) 1692 if (flag != SK_EXP_SKILL_ONLY)
1829 { 1693 {
1862 player_lvl_adj (op, skill_obj); 1726 player_lvl_adj (op, skill_obj);
1863 } 1727 }
1864} 1728}
1865 1729
1866/* This function checks to make sure that object 'op' can 1730/* This function checks to make sure that object 'op' can
1867 * lost 'exp' experience. It returns the amount of exp 1731 * lose 'exp' experience. It returns the amount of exp
1868 * object 'op' can in fact lose - it basically makes 1732 * object 'op' can in fact lose - it basically makes
1869 * adjustments based on permanent exp and the like. 1733 * adjustments based on permanent exp and the like.
1870 * This function should always be used for losing experience - 1734 * This function should always be used for losing experience -
1871 * the 'exp' value passed should be positive - this is the 1735 * the 'exp' value passed should be positive - this is the
1872 * amount that should get subtract from the player. 1736 * amount that should get subtract from the player.
1873 */ 1737 */
1874sint64 1738static sint64
1875check_exp_loss (const object *op, sint64 exp) 1739check_exp_loss (const object *op, sint64 exp)
1876{ 1740{
1877 sint64 del_exp; 1741 sint64 del_exp;
1878 1742
1879 if (exp > op->stats.exp) 1743 if (exp > op->stats.exp)
1880 exp = op->stats.exp; 1744 exp = op->stats.exp;
1745
1881 if (settings.permanent_exp_ratio) 1746 if (settings.permanent_exp_ratio)
1882 { 1747 {
1883 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1748 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1749
1884 if (del_exp < 0) 1750 if (del_exp < 0)
1885 del_exp = 0; 1751 del_exp = 0;
1752
1886 if (exp > del_exp) 1753 if (exp > del_exp)
1887 exp = del_exp; 1754 exp = del_exp;
1888 } 1755 }
1756
1889 return exp; 1757 return exp;
1890} 1758}
1891 1759
1892sint64 1760sint64
1893check_exp_adjust (const object *op, sint64 exp) 1761check_exp_adjust (const object *op, sint64 exp)
1894{ 1762{
1895 if (exp < 0) 1763 if (exp < 0)
1896 return check_exp_loss (op, exp); 1764 return check_exp_loss (op, exp);
1897 else 1765 else
1898 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1766 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1899} 1767}
1900
1901 1768
1902/* Subtracts experience from player. 1769/* Subtracts experience from player.
1903 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1770 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1904 * only subtract from the matching skill. Otherwise, 1771 * only subtract from the matching skill. Otherwise,
1905 * this subtracts a portion from all 1772 * this subtracts a portion from all
1919 sint64 del_exp; 1786 sint64 del_exp;
1920 1787
1921 for (tmp = op->inv; tmp; tmp = tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1922 if (tmp->type == SKILL && tmp->stats.exp) 1789 if (tmp->type == SKILL && tmp->stats.exp)
1923 { 1790 {
1924 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1791 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1925 { 1792 {
1926 del_exp = check_exp_loss (tmp, exp); 1793 del_exp = check_exp_loss (tmp, exp);
1927 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1928 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1929 } 1796 }
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1802 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1803 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1804 player_lvl_adj (op, tmp);
1938 } 1805 }
1939 } 1806 }
1807
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1808 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1809 {
1942 del_exp = check_exp_loss (op, exp); 1810 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1811 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1812 player_lvl_adj (op, NULL);
1945 } 1813 }
1946} 1814}
1947
1948
1949 1815
1950/* change_exp() - changes experience to a player/monster. This 1816/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1817 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1818 *
1953 * The exp passed is typically not modified much by this function - 1819 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1820 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1821 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1822 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1823 * these last two values are only used for players.
1958 */ 1824 */
1959
1960void 1825void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1826change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1827{
1963
1964#ifdef EXP_DEBUG 1828#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1829 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1830#endif
1967 1831
1968 /* safety */ 1832 /* safety */
2009 else 1873 else
2010 /* note that when you lose exp, it doesn't go against 1874 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1875 * a particular skill, so we don't need to pass that
2012 * along. 1876 * along.
2013 */ 1877 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1878 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1879 }
2017} 1880}
2018 1881
2019/* Applies a death penalty experience, the size of this is defined by the 1882/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 1883 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1884 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1885 */
2023
2024void 1886void
2025apply_death_exp_penalty (object *op) 1887apply_death_exp_penalty (object *op)
2026{ 1888{
2027 object *tmp;
2028 sint64 loss; 1889 sint64 loss;
2029 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1890 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2030 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1891 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2031 1892
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == SKILL && tmp->stats.exp) 1894 if (tmp->type == SKILL && tmp->stats.exp)
2034 { 1895 {
2035
2036 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1896 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2037 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1897 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2038 1898
2039 /* With the revised exp system, you can get cases where 1899 /* With the revised exp system, you can get cases where
2040 * losing several levels would still require that you have more 1900 * losing several levels would still require that you have more
2041 * exp than you currently have - this is true if the levels 1901 * exp than you currently have - this is true if the levels
2042 * tables is a lot harder. 1902 * tables is a lot harder.
2043 */ 1903 */
2044 if (level_loss < 0) 1904 if (level_loss < 0)
2045 level_loss = 0; 1905 level_loss = 0;
2046 1906
2047 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1907 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2048 1908
2049 tmp->stats.exp -= loss; 1909 tmp->stats.exp -= loss;
2050 player_lvl_adj (op, tmp); 1910 player_lvl_adj (op, tmp);
2051 } 1911 }
2052 1912
2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1913 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1914 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1915
2055 if (level_loss < 0) 1916 if (level_loss < 0)
2056 level_loss = 0; 1917 level_loss = 0;
1918
2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1919 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2058 1920
2059 op->stats.exp -= loss; 1921 op->stats.exp -= loss;
2060 player_lvl_adj (op, NULL); 1922 player_lvl_adj (op, NULL);
2061} 1923}
2062 1924

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