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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 1.80 by root, Thu Nov 8 19:43:23 2007 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your 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 GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.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
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,
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 = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
376 * found by fix_player. refop is not a real object 291 * found by update_stats. refop is not a real object
377 */ 292 */
378 object_pod refop = *op; 293 object_copy refop = *op;
379 294
380 if (op->type == PLAYER) 295 if (op->type == PLAYER)
381 { 296 {
382 if (tmp->type == POTION) 297 if (tmp->type == POTION)
383 { 298 {
384 potion_max = 1; 299 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
386 { 301 {
387 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
388 303 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 304
392 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
394 307
395 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 314 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 316 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
405 }
406 if (nstat != ostat) 318 if (nstat != ostat)
407 { 319 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 321 potion_max = 0;
410 } 322 }
411 else if (i) 323 else if (i)
412 { 324 {
413 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 326 potion_max = 1;
415 } 327 }
416 } 328 }
329
417 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 332 * recalculates this anyway.
420 */ 333 */
421 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
423 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 338 } /* end of potion handling code */
425 } 339 }
426 340
427 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
428 * everything to set 342 * everything to set
429 */ 343 */
430 if (flag == -1) 344 if (flag == -1)
431 { 345 {
432 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 351 * and not the other move_ fields.
438 */ 352 */
439 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
440 } 354 }
441 355
442 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
444 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
445 */ 359 */
446 op->update_stats (); 360 op->update_stats ();
447 361
448 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
449 * print out message if this is a bow. 363 * print out message if this is a bow.
450 */ 364 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 366 {
453 success = 1; 367 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 369 }
370
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE))
457 { 372 {
458 success = 1; 373 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 375 }
376
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE))
462 { 378 {
463 success = 1; 379 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 381 }
382
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL))
467 { 384 {
468 success = 1; 385 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 387 }
388
471 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 393 * from fly high)
489 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 408 {
491 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 410 * in that case, you don't actually land
493 */ 411 */
494 DIFF_MSG (flag, "You soar into the air air!.", 412 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 414 }
415
497 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499 418
500 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op); 420 check_move_on (op, op);
502 } 421 }
503 422
504 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
505 * originally undead may change their status 424 * originally undead may change their status
506 */ 425 */
507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
509 { 428 {
510 success = 1; 429 success = 1;
511 if (flag > 0) 430 if (flag > 0)
512 { 431 {
513 op->race = "undead"; 432 op->race = "undead";
514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 } 434 }
516 else 435 else
517 { 436 {
518 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
519 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520 } 439 }
521 } 440 }
522 441
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
524 { 443 {
525 success = 1; 444 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 445 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 446 }
447
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS))
529 { 449 {
530 success = 1; 450 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 451 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 452 }
453
533 /* blinded you can tell if more blinded since blinded player has minimal 454 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 455 * vision
535 */ 456 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 457 if (QUERY_FLAG (tmp, FLAG_BLIND))
537 { 458 {
627 success = 1; 548 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
629 } 550 }
630 551
631 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
633 { 554 {
634 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
636 557
637 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
646 } 567 }
647 } 568 }
648 569
649 if (!potion_max) 570 if (!potion_max)
650 { 571 {
651 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
652 { 573 {
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
654 { 575 {
655 success = 1; 576 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 578 }
658 } 579 }
659 } 580 }
581
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{
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
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
805 748
806/* 749/*
807 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
812 */ 755 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
816 */ 758 */
817
818void 759void
819object::update_stats () 760object::update_stats ()
820{ 761{
821 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
827 769
828 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 771 if (type == PLAYER)
830 { 772 {
831 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
833 775
834 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 777 contr->encumbrance = 0;
836 778
837 attacktype = 0; 779 attacktype = 0;
780
838 contr->digestion = 0; 781 contr->digestion = 0;
839 contr->gen_hp = 0; 782 contr->gen_hp = 0;
840 contr->gen_sp = 0; 783 contr->gen_sp = 0;
841 contr->gen_grace = 0; 784 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 786 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 } 787 }
854 788
855 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
856 791
857 slaying = 0; 792 slaying = 0;
858 793
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
860 { 795 {
864 799
865 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
866 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
867 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
868 803
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 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); 805 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); 806 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); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
873 808
874 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
875 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
876 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
877 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
878 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
814
879 chosen_skill = NULL; 815 chosen_skill = 0;
880 816
881 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
882 * archetype clone 818 * archetype clone
883 */ 819 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
885 821
886 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
887 { 823 {
888 if (resist[i] > 0) 824 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
890 else 826 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
892 potion_resist[i] = 0; 829 potion_resist[i] = 0;
893 } 830 }
894 831
895 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
896 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
897 834
898 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
899 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
900 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * 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, 838 * 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 839 * basically, if a server updates its max level, these playes may find
903 * that their protection from physical goes down 840 * that their protection from physical goes down
904 */ 841 */
905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
906 { 843 {
907 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
909 } 846 }
910 else 847 else
911 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
912 849
913 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
914 speed = arch->clone.speed; 851 speed = arch->speed;
915 852
916 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
918 */ 855 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
921 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
922 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
924 */ 867 */
925 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
927
928 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil
930 * then calls this function.
931 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
933 continue;
934 870
935 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
936 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
937 { 873 {
938 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
960 * in the praying skill, and the player should always get those. 896 * 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, 897 * 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 898 * because the skill shouldn't count against body positions being used
963 * up, etc. 899 * up, etc.
964 */ 900 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
967 { 906 {
968 if (type == PLAYER) 907 if (type == PLAYER)
969 { 908 {
970 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
971 contr->ranges[range_bow] = tmp;
972 910
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
974 contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
975 917
976 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
978 920
979 /* these are the items that currently can change digestion, regeneration, 921 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 { 922 {
992 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
994 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power;
998 } 928 }
999 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1000 935
1001 /* Update slots used for items */ 936 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1005 940
1006 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0;
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
1011 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1012 944
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 949 */
1018 if (tmp->type != POTION) 950 if (tmp->type != POTION)
1019 { 951 {
1020 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
1021 { 953 {
1022 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
1023 * a straight MAX, as potion_resist is initialized to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
1024 */ 956 */
1025 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
1026 { 958 {
1027 if (potion_resist[i]) 959 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1029 else 961 else
1030 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
1031 } 963 }
1032 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0) 966 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1036 } 968 }
1037 } 969 }
1038 970
1039 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
1040 if (tmp->type != BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
973 {
1041 attacktype |= tmp->attacktype; 974 attacktype |= tmp->attacktype;
1042
1043 path_attuned |= tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
1044 path_repelled |= tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
1045 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
978 move_type |= tmp->move_type;
1046 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type; 980 }
1048 981
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
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 983
1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1058 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
1059 986
1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 { 988 {
1062 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
1065 992
1066 if (tmp->stats.exp && tmp->type != SKILL) 993 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 994 {
1068 if (tmp->stats.exp > 0) 995 if (tmp->stats.exp > 0)
1069 { 996 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 997 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 999 }
1073 else 1000 else
1074 added_speed += (float) tmp->stats.exp; 1001 added_speed += tmp->stats.exp;
1075 } 1002 }
1076 1003
1077 switch (tmp->type) 1004 switch (tmp->type)
1078 { 1005 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1079 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1081 case SKILL: 1017 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1083 break; 1020 break;
1084 1021
1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1088 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1090 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1091 chosen_skill = tmp; 1032 chosen_skill = tmp;
1092 1033
1093 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1097 1038
1098 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1099 weapon_speed = 0; 1040 weapon_speed = 0;
1100 1041
1101 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1103 1044
1104 if (tmp->magic) 1045 if (tmp->magic)
1105 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1106 } 1047 }
1107 1048
1108 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 1050 wc -= tmp->stats.wc + tmp->magic;
1110 1051
1111 if (tmp->slaying != NULL) 1052 if (tmp->slaying)
1112 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1113 1054
1114 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 1056 ac -= tmp->stats.ac + tmp->magic;
1116 1057
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1123 break; 1060 }
1124 1061
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; 1062 break;
1134 1063
1135 case SHIELD: 1064 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1141 case HELMET: 1070 case HELMET:
1142 case BOOTS: 1071 case BOOTS:
1143 case GLOVES: 1072 case GLOVES:
1144 case CLOAK: 1073 case CLOAK:
1145 if (tmp->stats.wc) 1074 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1147 1076
1148 if (tmp->stats.dam) 1077 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1078 stats.dam += tmp->stats.dam + tmp->magic;
1150 1079
1151 if (tmp->stats.ac) 1080 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1081 ac -= tmp->stats.ac + tmp->magic;
1153 1082
1154 break; 1083 break;
1155 1084
1085 case BOW:
1156 case WEAPON: 1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1157 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1158 1090
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1161 1093
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1094 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1095 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1097
1166 if (weapon_speed < 0) 1098 if (weapon_speed < 0)
1167 weapon_speed = 0; 1099 weapon_speed = 0;
1168 1100
1169 slaying = tmp->slaying; 1101 slaying = tmp->slaying;
1102
1170 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1172 * go. 1105 * go.
1173 */ 1106 */
1174 current_weapon = tmp; 1107
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1108 if (type == PLAYER)
1109 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1110 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1177 1112
1178 break; 1113 break;
1179 1114
1180 case ARMOUR: /* Only the best of these three are used: */ 1115 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1117 contr->encumbrance += tmp->weight / 1000;
1183 1118
1184 case BRACERS: 1119 case BRACERS:
1185 case FORCE: 1120 case FORCE:
1186 if (tmp->stats.wc) 1121 if (tmp->stats.wc)
1187 { 1122 {
1209 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1210 1145
1211 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1213 1148
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1149 if (ARMOUR_SPEED (tmp))
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1216 1151
1217 break; 1152 break;
1218 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1219 } /* item is equipped */ 1154 } /* item is equipped */
1220 } /* for loop of items */ 1155 } /* for loop of items */
1227 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1228 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1229 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1230 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1231 */ 1166 */
1232 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1233 { 1168 {
1234 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1235 1170
1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1237 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1238 } 1173 }
1239 1174
1240 /* Figure out the players sp/mana/hp totals. */
1241 if (type == PLAYER) 1175 if (type == PLAYER)
1242 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1243 int pl_level; 1184 int pl_level;
1244 1185
1245 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1246 pl_level = level; 1187 pl_level = level;
1247 1188
1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1250 1191
1251 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* 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. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1253 */ 1194 */
1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1255 { 1197 {
1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257 1199
1258 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1261 j++; 1202 j++;
1262 else 1203 else
1263 j--; 1204 j--;
1264 }
1265 1205
1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1267 } 1207 }
1268 1208
1269 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1270 stats.maxhp += 2;
1271 1210
1272 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1273 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1274 1213
1275 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1288 1227
1289 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1229 stats.maxsp = 1;
1291 else 1230 else
1292 { 1231 {
1293 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1294 1233
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1235 {
1297 float stmp; 1236 float stmp;
1298 1237
1299 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1300 if (i < 2) 1239 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1241 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1243
1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1308 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1309 } 1245 }
1310 1246
1311 stats.maxsp = (int) sp_tmp; 1247 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 } 1248 }
1249
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1317 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1318 stats.sp = stats.maxsp * 2;
1319 1252
1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1321 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this; 1255 grace_obj = this;
1323 1256
1328 /* store grace in a float - this way, the divisions below don't create 1261 /* 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 1262 * 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 1263 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1265 */
1333 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1335 { 1269 {
1336 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1337 1271
1338 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1339 if (i < 2) 1273 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 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 1275 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1277
1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1349 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1350 } 1279 }
1351 1280
1352 stats.maxgrace = (int) sp_tmp;
1353
1354 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1355 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1356 stats.maxgrace += 2;
1357 } 1283 }
1284
1358 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1359 1286
1360 if (contr->braced) 1287 if (contr->braced)
1361 { 1288 {
1362 ac += 2; 1289 ac += 2;
1374 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1375 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1376 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1377 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1378 */ 1305 */
1306 object *wc_obj = chosen_skill;
1379 1307
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1381 { 1309 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1383 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1384 { 1313 {
1385 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1386 if (!(i % 6)) 1315 if (!(i % 6))
1387 wc--; 1316 wc--;
1317
1388 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1321 }
1392 } 1322 }
1393 else 1323 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1395 1325
1396 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1397 1327
1398 if (stats.dam < 1) 1328 if (stats.dam < 1)
1399 stats.dam = 1; 1329 stats.dam = 1;
1400 1330
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1402 1332
1403 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1334 speed -= 1;
1405 1335
1406 if (attacktype == 0) 1336 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1408
1409 } /* End if player */ 1338 } /* End if player */
1410 1339
1411 if (added_speed >= 0) 1340 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1341 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1343 speed /= 1.f - added_speed;
1415 1344
1416 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1417 if (speed > max) 1346 speed = min (speed, max_speed);
1418 speed = max;
1419 1347
1420 if (type == PLAYER) 1348 if (type == PLAYER)
1421 { 1349 {
1422 /* f is a number the represents the number of kg above (positive num) 1350 /* 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 1351 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1426 */ 1354 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1356 if (f > 0.f)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1358 }
1431 1359
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1433 1362
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* 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. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1365 */
1437 speed = speed * speed_reduce_from_disease;
1438
1439 if (speed < 0.01 && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1440 speed = 0.01; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1441 1371
1442 if (type == PLAYER) 1372 if (type == PLAYER)
1443 { 1373 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1376 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1377 * that would just be a real pain to read.
1450 */ 1378 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1379 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1380 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1381 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1382 float s = (20 - weapon_speed) / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1383 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1384 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1385
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1386 K *= (4 + level) * 1.2f / (6 + level);
1387
1458 if (K <= 0) 1388 if (K <= 0.01f)
1459 K = 0.01; 1389 K = 0.01f;
1460 S = speed / (K * s); 1390
1461 contr->weapon_sp = S; 1391 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1392 }
1463 1393
1464 /* I want to limit the power of small monsters with big weapons: */ 1394 /* 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) 1395 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1396 stats.dam = arch->stats.dam * 3;
1467 1397
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1398 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1469 * should be more than enough - remember, AC is also in 8 bits, 1399 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 1400
1486 /* if for some reason the creature doesn't have any move type, 1401 /* if for some reason the creature doesn't have any move type,
1487 * give them walking as a default. 1402 * give them walking as a default.
1488 * The second case is a special case - to more closely mimic the 1403 * The second case is a special case - to more closely mimic the
1489 * old behaviour - if your flying, your not walking - just 1404 * old behaviour - if your flying, your not walking - just
1492 if (move_type == 0) 1407 if (move_type == 0)
1493 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1496 1411
1497 update_ob_speed (this);
1498
1499 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1413 * so we will check that now.
1501 */ 1414 */
1502 if (type == PLAYER) 1415 if (type == PLAYER)
1503 { 1416 {
1504 esrv_update_stats (contr); 1417 esrv_update_stats (contr);
1505 esrv_update_spells (contr); 1418 esrv_update_spells (contr);
1506 } 1419 }
1420
1421 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0;
1507} 1424}
1508 1425
1509/* 1426/*
1510 * Returns true if the given player is a legal class. 1427 * Returns true if the given player is a legal class.
1511 * The function to add and remove class-bonuses to the stats doesn't 1428 * The function to add and remove class-bonuses to the stats doesn't
1514 * false otherwise. 1431 * false otherwise.
1515 */ 1432 */
1516int 1433int
1517allowed_class (const object *op) 1434allowed_class (const object *op)
1518{ 1435{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1436 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1521} 1443}
1522 1444
1523/* 1445/*
1524 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1557 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1558 1480
1559 level = (int) (level / 5.); 1481 level = (int) (level / 5.);
1560 1482
1561 /* now set the new title */ 1483 /* now set the new title */
1562 if (pl->contr != NULL) 1484 if (pl->contr)
1563 { 1485 {
1564 if (level == 0) 1486 if (level == 0)
1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1566 else if (level == 1) 1488 else if (level == 1)
1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1596 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1521
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1604 { 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1606 abil = tmp; 1526 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1608 skin = tmp; 1528 skin = tmp;
1609 } 1529
1610 }
1611 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1531 if (abil == NULL)
1613 return; 1532 return;
1614 1533
1615 /* The ability_force keeps track of maximum level ever achieved. 1534 /* The ability_force keeps track of maximum level ever achieved.
1659 if (!skill_obj) 1578 if (!skill_obj)
1660 { 1579 {
1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1662 return NULL; 1581 return NULL;
1663 } 1582 }
1583
1664 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1665 * still doesn't know it. 1585 * still doesn't know it.
1666 */ 1586 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1589 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1671 if (op->contr) 1591
1592 if (player *pl = op->contr)
1672 { 1593 {
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1675 } 1597 }
1598
1676 return skill_obj; 1599 return skill_obj;
1677} 1600}
1678
1679 1601
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1681 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1682 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1683 * don't really gain levels 1605 * don't really gain levels
1686 */ 1608 */
1687void 1609void
1688player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1689{ 1611{
1690 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1691 1614
1692 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1693 op = who; 1616 op = who;
1694 1617
1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 { 1619 {
1620 changed = true;
1621
1697 op->level++; 1622 op->level++;
1698 1623
1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1700 dragon_level_gain (who); 1625 dragon_level_gain (who);
1701 1626
1702 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1703 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 { 1629 {
1705 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 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); 1631 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; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 } 1633 }
1709 1634
1710 who->update_stats ();
1711 if (op->level > 1) 1635 if (op->level > 1)
1712 { 1636 {
1713 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1715 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1716 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1717 if (who) 1648 if (who)
1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 } 1650 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 } 1651 }
1652
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 { 1654 {
1655 changed = true;
1656
1724 op->level--; 1657 op->level--;
1725 who->update_stats (); 1658
1726 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1727 { 1660 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 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); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 } 1663 }
1731 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1732 } 1667 {
1733 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1734 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1735 esrv_update_stats (who->contr);
1736 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1737} 1673}
1738 1674
1739/* 1675/*
1740 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1741 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1744sint64 1680sint64
1745level_exp (int level, double expmul) 1681level_exp (int level, double expmul)
1746{ 1682{
1747 if (level > settings.max_level) 1683 if (level > settings.max_level)
1748 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1749 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1750} 1687}
1751 1688
1752/* 1689/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1690 * Ensure that the permanent experience requirements in an exp object are met.
1790 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1791 int i; 1728 int i;
1792 1729
1793 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1731 if (op->contr->braced)
1795 exp = exp / 5; 1732 exp /= 5;
1796 1733
1797 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1737 * the players inventory.
1801 */ 1738 */
1802 if (skill_name) 1739 if (skill_name)
1803 { 1740 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1872 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1936 tmp->stats.exp -= del_exp; 1873 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1874 player_lvl_adj (op, tmp);
1938 } 1875 }
1939 } 1876 }
1877
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1878 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1879 {
1942 del_exp = check_exp_loss (op, exp); 1880 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1881 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1882 player_lvl_adj (op, NULL);
1945 } 1883 }
1946} 1884}
1947
1948
1949 1885
1950/* change_exp() - changes experience to a player/monster. This 1886/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1887 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1888 *
1953 * The exp passed is typically not modified much by this function - 1889 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1890 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1891 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1892 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1893 * these last two values are only used for players.
1958 */ 1894 */
1959
1960void 1895void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1896change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1962{ 1897{
1963
1964#ifdef EXP_DEBUG 1898#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1900#endif
1967 1901
1968 /* safety */ 1902 /* safety */
2009 else 1943 else
2010 /* note that when you lose exp, it doesn't go against 1944 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1945 * a particular skill, so we don't need to pass that
2012 * along. 1946 * along.
2013 */ 1947 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1948 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1949 }
2017} 1950}
2018 1951
2019/* Applies a death penalty experience, the size of this is defined by the 1952/* 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 1953 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1954 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1955 */
2023
2024void 1956void
2025apply_death_exp_penalty (object *op) 1957apply_death_exp_penalty (object *op)
2026{ 1958{
2027 object *tmp; 1959 object *tmp;
2028 sint64 loss; 1960 sint64 loss;
2050 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2051 } 1983 }
2052 1984
2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 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)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2055 if (level_loss < 0) 1988 if (level_loss < 0)
2056 level_loss = 0; 1989 level_loss = 0;
2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2058 1991
2059 op->stats.exp -= loss; 1992 op->stats.exp -= loss;

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