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Comparing deliantra/server/common/living.C (file contents):
Revision 1.46 by root, Tue May 1 05:48:19 2007 UTC vs.
Revision 1.130 by root, Mon Nov 12 10:32:18 2012 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* 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
29 * 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
30 * 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
31 */ 30 */
34static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
37}; 36};
38 37
39/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 40 * advancement. -b.t.
42 */ 41 */
43static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
233const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 232};
236 233
237/* 234/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274void 238void
275change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
276{ 240{
277 if (value == 0) 241 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 242}
328 243
329/* 244/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 246 * 1-30 stat limit.
332 */ 247 */
333
334void 248void
335check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
336{ 250{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
341 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 255 }
344} 256}
345 257
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 259
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 263 */
352#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 266
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 268
357/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 270 * the object.
359 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 272 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 278 * that gives them that ability.
367 */ 279 */
368int 280int
369change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
370{ 282{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
378 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 294
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
300
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * 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
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* 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
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 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));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* 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
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * 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
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* 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
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
458 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.");
459 } 369 }
460 370
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 372 {
463 success = 1; 373 success = 1;
464 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.");
465 } 375 }
466 376
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 378 {
469 success = 1; 379 success = 1;
470 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.");
471 } 381 }
472 382
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
478 388
480 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
481 * 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
482 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 393 * from fly high)
484 */ 394 */
485 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
486 { 396 {
487 success = 1; 397 success = 1;
488 398
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
491 */ 401 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 403 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 405 }
496 406
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (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."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 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");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 418 }
511 419
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 421 * originally undead may change their status
514 */ 422 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 425 {
518 success = 1; 426 success = 1;
519 if (flag > 0) 427 if (flag > 0)
520 { 428 {
521 op->race = "undead"; 429 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 431 }
524 else 432 else
525 { 433 {
526 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 436 }
529 } 437 }
530 438
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 440 {
533 success = 1; 441 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 443 }
536 444
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 446 {
539 success = 1; 447 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 449 }
542 450
543 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 452 * vision
545 */ 453 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
547 { 455 {
548 success = 1; 456 success = 1;
549 if (flag > 0) 457 if (flag > 0)
550 { 458 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 461 else
554 { 462 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
557 if (op->type == PLAYER) 465 if (op->type == PLAYER)
558 op->contr->do_los = 1; 466 op->contr->do_los = 1;
559 } 467 }
560 } 468 }
561 else 469 else
562 { 470 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 473 else
566 { 474 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
569 if (op->type == PLAYER) 477 if (op->type == PLAYER)
570 op->contr->do_los = 1; 478 op->contr->do_los = 1;
571 } 479 }
572 } 480 }
573 } 481 }
574 482
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 484 {
577 success = 1; 485 success = 1;
578 if (op->type == PLAYER) 486 if (op->type == PLAYER)
579 op->contr->do_los = 1; 487 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 489 }
582 490
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 492 {
585 success = 1; 493 success = 1;
586 if (flag > 0) 494 if (flag > 0)
587 { 495 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 498 else
591 { 499 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 501 if (op->type == PLAYER)
594 op->contr->do_los = 1; 502 op->contr->do_los = 1;
595 } 503 }
596 } 504 }
597 else 505 else
598 { 506 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 509 else
602 { 510 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 512 if (op->type == PLAYER)
611 { 519 {
612 success = 1; 520 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 } 522 }
615 523
524 if (digest_types [tmp->type])
525 {
616 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
617 { 527 {
618 success = 1; 528 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 } 530 }
621 531
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
623 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
624 success = 1; 535 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 } 537 }
627 538
628 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
630 { 541 {
631 success = 1; 542 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 } 544 }
634 545
635 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
636 { 547 {
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 565 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (rndm (NUM_STATS)); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
686object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
698 { 606 {
699 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
700 608
701 if (!tmp) 609 if (!tmp)
702 { 610 {
703 tmp = arch_to_object (at); 611 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
706 } 614 }
707 } 615 }
708 616
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
716 * via an applied bad_luck object. 624 * via an applied bad_luck object.
717 */ 625 */
718void 626void
719object::change_luck (int value) 627object::change_luck (int value)
720{ 628{
721 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 636 if (!tmp)
729 { 637 {
730 if (!value) 638 if (!value)
731 return; 639 return;
732 640
733 tmp = arch_to_object (at); 641 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
736 } 644 }
737 645
738 if (value) 646 if (value)
739 { 647 {
740 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
772 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 681 */
774void 682void
775object::remove_statbonus () 683object::remove_statbonus ()
776{ 684{
777 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 686 {
779 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 690 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 691}
793 692
794/* 693/*
795 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 695 */
797void 696void
798object::add_statbonus () 697object::add_statbonus ()
799{ 698{
800 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 700 {
802 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 704 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
816 720
817/* 721/*
818 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
826 */ 730 */
827void 731void
828object::update_stats () 732object::update_stats ()
829{ 733{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 744
838 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 746 if (type == PLAYER)
840 { 747 {
748 contr->delayed_update = false;
749
841 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
843 752
844 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 754 contr->encumbrance = 0;
846 755
847 attacktype = 0; 756 attacktype = 0;
852 contr->gen_grace = 0; 761 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 763 contr->item_power = 0;
855 } 764 }
856 765
857 memcpy (body_used, body_info, sizeof (body_info)); 766 for (int i = NUM_BODY_LOCATIONS; i--; )
767 slot[i].used = slot[i].info;
858 768
859 slaying = 0; 769 slaying = 0;
860 770
861 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
862 {
863 CLEAR_FLAG (this, FLAG_XRAYS);
864 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
865 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
866 776
867 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
868 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
869 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
870 780
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
873 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
874 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
875 785
876 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
877 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
878 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
879 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
880 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
881
882 chosen_skill = 0;
883 791
884 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
885 * archetype clone 793 * archetype clone
886 */ 794 */
887 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
888 796
889 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
890 { 798 {
891 if (resist[i] > 0) 799 if (resist[i] > 0)
892 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
893 else 801 else
894 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
895 803
896 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
897 } 805 }
898 806
899 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
900 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
901 809
902 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
903 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
904 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
905 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
906 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
907 * that their protection from physical goes down 815 * that their protection from physical goes down
908 */ 816 */
909 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
910 { 818 {
911 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
912 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
913 } 821 }
914 else 822 else
915 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
916 824
917 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
918 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
919 829
920 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
921 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
922 */ 832 */
923 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
924 { 834 {
925 /* See note in map.c:update_position about making this additive
926 * since light sources are never applied, need to put check here.
927 */
928 if (tmp->glow_radius > glow_radius)
929 glow_radius = tmp->glow_radius;
930
931 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
932 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
933 * then calls this function. 837 * then calls this function.
934 */ 838 */
935 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
936 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
937 843
938 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
939 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
940 { 846 {
941 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
954 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
955 grace_obj = tmp; 861 grace_obj = tmp;
956 } 862 }
957 } 863 }
958 864
959 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
960 * objects need to make adjustments. 866 * objects need to make adjustments.
961 * This block should handle all player specific changes 867 * This block should handle all player specific changes
962 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
963 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
964 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
965 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
966 * up, etc. 872 * up, etc.
967 */ 873 */
968 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 874 if ((tmp->flag [FLAG_APPLIED]
969 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
970 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
971 || (tmp->type == SKILL 877 && tmp->type != SPELL)
972 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
973 { 879 {
974 if (type == PLAYER) 880 if (type == PLAYER)
975 { 881 {
976 if ((tmp->type == WEAPON || tmp->type == BOW) 882 contr->item_power += tmp->item_power;
977 && tmp != current_weapon)
978 continue;
979 883
980 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
981 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 885 stat_sum [i] += tmp->stats.stat (i);
982 886
983 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
984 * spell point recovery and mana point recovery. Seems sort of an arbitary
985 * list, but other items store other info into stats array.
986 */
987 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
988 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
989 (tmp->type == SHIELD) || (tmp->type == RING) ||
990 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
991 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
992 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
993 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
994 (tmp->type == SKILL))
995 { 888 {
996 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
997 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
998 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
999 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1000 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1001 contr->item_power += tmp->item_power;
1002 } 895 }
1003 } /* if this is a player */ 896 } /* if this is a player */
1004 else 897 else
1005 { 898 {
1006 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
1007 current_weapon = tmp; 900 current_weapon = tmp;
1008 } 901 }
1009 902
1010 /* Update slots used for items */ 903 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1014 907
1015 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1018 910
1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1;
1021 }
1022
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1024 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 915 */
1028 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
1029 {
1030 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
1031 {
1032 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialised to zero.
1034 */
1035 if (tmp->type == POTION_EFFECT)
1036 {
1037 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else
1040 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
1041 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
1042 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
1044 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
1046 }
1047 }
1048 925
1049 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
1050 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
1051 || current_weapon == tmp)
1052 { 928 {
1053 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
1054 path_attuned |= tmp->path_attuned; 930 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 931 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
1057 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
1059 } 935 }
1060 936
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 flag |= tmp->flag & copy_flags;
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 938
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1070 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
1071 941
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1073 { 944 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1075 invisible = 1; 946 invisible = 1;
1076 } 947 }
1077 948
1078 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 950 {
1086 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1087 } 958 }
1088 959
1089 switch (tmp->type) 960 switch (tmp->type)
1090 { 961 {
1091#if 0
1092 case WAND:
1093 case ROD: 962 case SKILL:
1094 case HORN: 963 {
1095 if (type != PLAYER || current_weapon == tmp) 964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1096 chosen_skill = tmp; 978 chosen_skill = tmp;
1097 break;
1098#endif
1099 979
1100 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */
1102 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1104 break;
1105
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (chosen_skill)
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1111
1112 chosen_skill = tmp;
1113
1114 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1117 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1118 984
1119 if (weapon_speed < 0)
1120 weapon_speed = 0;
1121
1122 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1123 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1124 987
1125 if (tmp->magic) 988 if (tmp->magic)
1126 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1127 } 990 }
1128 991
1129 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1130 wc -= tmp->stats.wc + tmp->magic; 993 wc -= tmp->stats.wc + tmp->magic;
1131 994
1132 if (tmp->slaying) 995 if (tmp->slaying)
1133 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1134 997
1135 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1136 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1137 1000
1138 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1139 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1140
1141 break; 1003 }
1142 1004
1143 case SKILL_TOOL:
1144 if (chosen_skill)
1145 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1146
1147 chosen_skill = tmp;
1148 break; 1005 break;
1149 1006
1150 case SHIELD: 1007 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1153 case RING: 1011 case RING:
1154 case AMULET: 1012 case AMULET:
1155 case GIRDLE: 1013 case GIRDLE:
1156 case HELMET: 1014 case HELMET:
1157 case BOOTS: 1015 case BOOTS:
1166 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1168 1026
1169 break; 1027 break;
1170 1028
1029 case RANGED:
1171 case BOW: 1030 case BOW:
1172 case WEAPON: 1031 case WEAPON:
1173 if (type != PLAYER || current_weapon == tmp)
1174 {
1175 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1176 1033
1177 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1178 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1179 1036
1180 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1181 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1182 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1183 1040
1184 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1185 weapon_speed = 0; 1042 weapon_speed = 0;
1186 1043
1187 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1188 1045
1189 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1190 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1191 * go. 1048 * go.
1192 */ 1049 */
1193 1050
1194 if (type == PLAYER) 1051 if (type == PLAYER)
1195 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1196 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1197 }
1198 1054
1199 break; 1055 break;
1200 1056
1201 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1202 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1203 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1204 1060
1205 case BRACERS: 1061 case BRACERS:
1206 case FORCE: 1062 case FORCE:
1207 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1208 { 1064 {
1225 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1226 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1227 } 1083 }
1228 1084
1229 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1230 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1231 1087
1232 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1233 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1234 1090
1235 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1236 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1237 1093
1238 break; 1094 break;
1239 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1240 } /* item is equipped */ 1096 } /* item is equipped */
1241 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1242 1100
1243 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1244 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1245 */ 1103 */
1246 1104
1248 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1249 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1250 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1251 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1252 */ 1110 */
1253 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1254 { 1112 {
1255 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1256 1114
1257 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1258 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1259 } 1118 }
1260 1119
1261 /* Figure out the players sp/mana/hp totals. */
1262 if (type == PLAYER) 1120 if (type == PLAYER)
1263 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1264 int pl_level; 1131 int pl_level;
1265 1132
1266 check_stat_bounds (&(stats));
1267 pl_level = level;
1268
1269 if (pl_level < 1)
1270 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1271 1134
1272 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1273 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1274 */ 1137 */
1275 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1276 { 1140 {
1277 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1278 1142
1279 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1280 {
1281 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1282 j++; 1145 j++;
1283 else 1146 else
1284 j--; 1147 j--;
1285 }
1286 1148
1287 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1288 } 1150 }
1289 1151
1290 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1291 stats.maxhp += 2;
1292 1153
1293 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1294 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1295 1156
1296 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1309 1170
1310 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1311 stats.maxsp = 1; 1172 stats.maxsp = 1;
1312 else 1173 else
1313 { 1174 {
1314 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1315 1176
1316 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1317 { 1178 {
1318 float stmp; 1179 float stmp;
1319 1180
1320 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1321 if (i < 2) 1182 if (i < 2)
1322 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1323 else 1184 else
1324 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1325 1186
1326 if (stmp < 1.f)
1327 stmp = 1.f;
1328
1329 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1330 } 1188 }
1331 1189
1332 stats.maxsp = (sint16)sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1333
1334 for (i = 11; i <= mana_obj->level; i++)
1335 stats.maxsp += 2;
1336 } 1191 }
1192
1337 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1338 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1339 stats.sp = stats.maxsp * 2;
1340 1195
1341 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1342 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1343 grace_obj = this; 1198 grace_obj = this;
1344 1199
1349 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1350 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1351 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1352 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1353 */ 1208 */
1354 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1355 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1356 { 1212 {
1357 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1358 1214
1359 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1360 if (i < 2) 1216 if (i < 2)
1361 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1362 else 1218 else
1363 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1364 1220
1365 if (grace_tmp < 1.f)
1366 grace_tmp = 1.f;
1367
1368 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1369 } 1222 }
1370 1223
1371 stats.maxgrace = (sint16)sp_tmp;
1372
1373 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1374 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1375 stats.maxgrace += 2;
1376 } 1226 }
1227
1377 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1378 1229
1379 if (contr->braced) 1230 if (contr->braced)
1380 { 1231 {
1381 ac += 2; 1232 ac += 2;
1393 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1394 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1395 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1396 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1397 */ 1248 */
1249 object *wc_obj = chosen_skill;
1398 1250
1399 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1400 { 1252 {
1401 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1402 1254
1403 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1404 { 1256 {
1405 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1406 if (!(i % 6)) 1258 if (!(i % 6))
1407 wc--; 1259 wc--;
1408 1260
1409 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1410 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1411 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1412 } 1264 }
1413 } 1265 }
1414 else 1266 else
1421 1273
1422 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1423 1275
1424 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1425 speed -= 1; 1277 speed -= 1;
1426
1427 if (attacktype == 0)
1428 attacktype = arch->clone.attacktype;
1429
1430 } /* End if player */ 1278 } /* End if player */
1431 1279
1432 if (added_speed >= 0) 1280 if (added_speed >= 0)
1433 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1434 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1435 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1436 1284
1437 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1438 if (speed > max) 1286 speed = min (speed, max_speed);
1439 speed = max;
1440 1287
1441 if (type == PLAYER) 1288 if (type == PLAYER)
1442 { 1289 {
1443 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1444 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1445 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1446 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1447 */ 1294 */
1448 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1449 if (f > 0) 1296 if (f > 0.f)
1450 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1451 } 1298 }
1452 1299
1453 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1454 1302
1455 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1456 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1457 */ 1305 */
1458 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1459 1307
1460 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1461 speed = 0.01f; 1309 set_speed (speed);
1462 1310
1463 if (type == PLAYER) 1311 if (type == PLAYER)
1464 { 1312 {
1465 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1466 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1468 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1469 */ 1317 */
1470 float M = (max_carry[stats.Str] - 121) / 121.f; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1471 float M2 = max_carry[stats.Str] / 100.f; 1319 float M2 = max_carry[stats.Str] / 100.f;
1472 float W = weapon_weight / 20000.f; 1320 float W = weapon_weight / 20000.f;
1473 float s = 2 - weapon_speed / 10.f; 1321 float s = (20 - weapon_speed) / 10.f;
1474 float D = (stats.Dex - 14) / 14.f; 1322 float D = (stats.Dex - 14) / 14.f;
1475 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1476 1324
1477 K *= (4 + level) *1.2f / (6 + level); 1325 K *= (4 + level) * 1.2f / (6 + level);
1478 1326
1479 if (K <= 0.f) 1327 if (K <= 0.01f)
1480 K = 0.01f; 1328 K = 0.01f;
1481 1329
1482 float S = speed / (K * s); 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1483
1484 contr->weapon_sp = S;
1485 } 1331 }
1486 1332
1487 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1488 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1489 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1490 1336
1491 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1492 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1493 * so its value is the same.
1494 */
1495 if (wc > 120)
1496 wc = 120;
1497 else if (wc < -120)
1498 wc = -120;
1499
1500 stats.wc = wc;
1501
1502 if (ac > 120)
1503 ac = 120;
1504 else if (ac < -120)
1505 ac = -120;
1506
1507 stats.ac = ac;
1508 1339
1509 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1510 * give them walking as a default. 1341 * give them walking as a default.
1511 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1512 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1515 if (move_type == 0) 1346 if (move_type == 0)
1516 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1517 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1518 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1519 1350
1520 if (speed != old_speed) 1351 // now apply the new move_type
1521 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1522 1354
1523 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1524 * so we will check that now. 1356 * so we will check that now.
1525 */ 1357 */
1526 if (type == PLAYER) 1358 if (is_player ())
1527 { 1359 contr->update_spells ();
1528 esrv_update_stats (contr);
1529 esrv_update_spells (contr);
1530 }
1531 1360
1532 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1533 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1534 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1535} 1380}
1536 1381
1537/* 1382/*
1538 * Returns true if the given player is a legal class. 1383 * Returns true if the given player is a legal class.
1539 * The function to add and remove class-bonuses to the stats doesn't 1384 * The function to add and remove class-bonuses to the stats doesn't
1555 1400
1556/* 1401/*
1557 * set the new dragon name after gaining levels or 1402 * set the new dragon name after gaining levels or
1558 * changing ability focus (later this can be extended to 1403 * changing ability focus (later this can be extended to
1559 * eventually change the player's face and animation) 1404 * eventually change the player's face and animation)
1560 *
1561 * Note that the title is written to 'own_title' in the
1562 * player struct. This should be changed to 'ext_title'
1563 * as soon as clients support this!
1564 * Please, anyone, write support for 'ext_title'.
1565 */ 1405 */
1566void 1406void
1567set_dragon_name (object *pl, const object *abil, const object *skin) 1407set_dragon_name (object *pl, const object *abil, const object *skin)
1568{ 1408{
1569 int atnr = -1; /* attacknumber of highest level */ 1409 int atnr = -1; /* attacknumber of highest level */
1587 /* now if there are equals at highest level, pick the one with focus, 1427 /* now if there are equals at highest level, pick the one with focus,
1588 or else at random */ 1428 or else at random */
1589 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1429 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1590 atnr = abil->stats.exp; 1430 atnr = abil->stats.exp;
1591 1431
1592 level = (int) (level / 5.);
1593
1594 /* now set the new title */ 1432 /* now set the new title */
1595 if (pl->contr != NULL)
1596 {
1597 if (level == 0)
1598 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1433 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1599 else if (level == 1)
1600 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1434 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1601 else if (level == 2)
1602 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1435 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1603 else if (level == 3)
1604 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1436 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1605 else 1437 else
1606 { 1438 {
1607 /* special titles for extra high resistance! */ 1439 /* special titles for extra high resistance! */
1608 if (skin->resist[atnr] > 80)
1609 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1440 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1610 else if (skin->resist[atnr] > 50)
1611 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1441 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1612 else
1613 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1442 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1614 }
1615 } 1443 }
1616 1444
1617 strcpy (pl->contr->own_title, ""); 1445 strcpy (pl->contr->own_title, "");
1618} 1446}
1619 1447
1620/* 1448/*
1621 * This function is called when a dragon-player gains 1449 * This function is called when a dragon-player gains
1622 * an overall level. Here, the dragon might gain new abilities 1450 * an overall level. Here, the dragon might gain new abilities
1623 * or change the ability-focus. 1451 * or change the ability-focus.
1624 */ 1452 */
1625void 1453static void
1626dragon_level_gain (object *who) 1454dragon_level_gain (object *who)
1627{ 1455{
1628 object *abil = NULL; /* pointer to dragon ability force */ 1456 object *abil = NULL; /* pointer to dragon ability force */
1629 object *skin = NULL; /* pointer to dragon skin force */ 1457 object *skin = NULL; /* pointer to dragon skin force */
1630 object *tmp = NULL; /* tmp. object */ 1458 object *tmp = NULL; /* tmp. object */
1631 char buf[MAX_BUF]; /* tmp. string buffer */ 1459 char buf[MAX_BUF]; /* tmp. string buffer */
1632 1460
1633 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1461 /* now grab the 'dragon_ability'-forces from the player's inventory */
1634 shstr_cmp dragon_ability_force ("dragon_ability_force");
1635 shstr_cmp dragon_skin_force ("dragon_skin_force");
1636
1637 for (tmp = who->inv; tmp; tmp = tmp->below) 1462 for (tmp = who->inv; tmp; tmp = tmp->below)
1638 if (tmp->type == FORCE) 1463 if (tmp->type == FORCE)
1639 if (tmp->arch->name == dragon_ability_force) 1464 if (tmp->arch->archname == shstr_dragon_ability_force)
1640 abil = tmp; 1465 abil = tmp;
1641 else if (tmp->arch->name == dragon_skin_force) 1466 else if (tmp->arch->archname == shstr_dragon_skin_force)
1642 skin = tmp; 1467 skin = tmp;
1643 1468
1644 /* if the force is missing -> bail out */ 1469 /* if the force is missing -> bail out */
1645 if (abil == NULL) 1470 if (abil == NULL)
1646 return; 1471 return;
1689 object *skill_obj; 1514 object *skill_obj;
1690 1515
1691 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1516 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1692 if (!skill_obj) 1517 if (!skill_obj)
1693 { 1518 {
1694 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1519 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1695 return NULL; 1520 return NULL;
1696 } 1521 }
1522
1697 /* clear the flag - exp goes into this bucket, but player 1523 /* clear the flag - exp goes into this bucket, but player
1698 * still doesn't know it. 1524 * still doesn't know it.
1699 */ 1525 */
1700 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1526 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1701 skill_obj->stats.exp = 0; 1527 skill_obj->stats.exp = 0;
1702 skill_obj->level = 1; 1528 skill_obj->level = 1;
1703 insert_ob_in_ob (skill_obj, op); 1529 op->insert (skill_obj);
1704 1530
1705 if (op->contr) 1531 if (player *pl = op->contr)
1706 { 1532 pl->link_skills ();
1707 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1708 if (op->contr->ns)
1709 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1710 }
1711 1533
1712 return skill_obj; 1534 return skill_obj;
1713} 1535}
1714
1715 1536
1716/* player_lvl_adj() - for the new exp system. we are concerned with 1537/* player_lvl_adj() - for the new exp system. we are concerned with
1717 * whether the player gets more hp, sp and new levels. 1538 * whether the player gets more hp, sp and new levels.
1718 * Note this this function should only be called for players. Monstes 1539 * Note this this function should only be called for players. Monstes
1719 * don't really gain levels 1540 * don't really gain levels
1722 */ 1543 */
1723void 1544void
1724player_lvl_adj (object *who, object *op) 1545player_lvl_adj (object *who, object *op)
1725{ 1546{
1726 char buf[MAX_BUF]; 1547 char buf[MAX_BUF];
1548 bool changed = false;
1727 1549
1728 if (!op) /* when rolling stats */ 1550 if (!op) /* when rolling stats */
1729 op = who; 1551 op = who;
1730 1552
1731 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1553 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1732 { 1554 {
1555 changed = true;
1556
1733 op->level++; 1557 op->level++;
1734 1558
1735 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1559 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1736 dragon_level_gain (who); 1560 dragon_level_gain (who);
1737 1561
1738 /* Only roll these if it is the player (who) that gained the level */ 1562 /* Only roll these if it is the player (who) that gained the level */
1739 if (op == who && (who->level < 11) && who->type == PLAYER) 1563 if (op == who && (who->level < 11) && who->type == PLAYER)
1740 { 1564 {
1741 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1565 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1742 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1566 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1743 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1567 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1744 } 1568 }
1745 1569
1746 who->update_stats ();
1747 if (op->level > 1) 1570 if (op->level > 1)
1748 { 1571 {
1749 if (op->type != PLAYER) 1572 if (op->type != PLAYER)
1573 {
1574 who->contr->play_sound (sound_find ("skill_up"));
1750 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1575 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1576 }
1751 else 1577 else
1578 {
1579 who->contr->play_sound (sound_find ("level_up"));
1752 sprintf (buf, "You are now level %d.", op->level); 1580 sprintf (buf, "You are now level %d.", op->level);
1581 }
1582
1753 if (who) 1583 if (who)
1754 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1584 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1755 } 1585 }
1756 player_lvl_adj (who, op); /* To increase more levels */
1757 } 1586 }
1587
1758 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1588 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1759 { 1589 {
1590 changed = true;
1591
1760 op->level--; 1592 op->level--;
1761 who->update_stats (); 1593
1762 if (op->type != PLAYER) 1594 if (op->type != PLAYER)
1763 { 1595 {
1764 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1596 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1765 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1597 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1766 } 1598 }
1767 player_lvl_adj (who, op); /* To decrease more levels */
1768 } 1599 }
1769 1600
1770 /* check if the spell data has changed */ 1601 if (changed)
1771 esrv_update_stats (who->contr); 1602 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1772 esrv_update_spells (who->contr);
1773} 1603}
1774 1604
1775/* 1605/*
1776 * Returns how much experience is needed for a player to become 1606 * Returns how much experience is needed for a player to become
1777 * the given level. level should really never exceed max_level 1607 * the given level. level should really never exceed max_level
1778 */ 1608 */
1779 1609
1780sint64 1610sint64
1781level_exp (int level, double expmul) 1611level_exp (int level, double expmul)
1782{ 1612{
1783 if (level > settings.max_level) 1613 return expmul * level_to_min_exp (level);
1784 return (sint64) (expmul * levels[settings.max_level]);
1785
1786 return (sint64) (expmul * levels[level]);
1787} 1614}
1788 1615
1789/* 1616/*
1790 * Ensure that the permanent experience requirements in an exp object are met. 1617 * Ensure that the permanent experience requirements in an exp object are met.
1791 * This really just checks 'op to make sure the perm_exp value is within 1618 * This really just checks 'op to make sure the perm_exp value is within
1819 * NULL, in which case exp increases the players general 1646 * NULL, in which case exp increases the players general
1820 * total, but not any particular skill. 1647 * total, but not any particular skill.
1821 * flag is what to do if the player doesn't have the skill: 1648 * flag is what to do if the player doesn't have the skill:
1822 */ 1649 */
1823static void 1650static void
1824add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1651add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1825{ 1652{
1826 object *skill_obj = NULL; 1653 object *skill_obj;
1827 sint64 limit, exp_to_add; 1654 sint64 limit, exp_to_add;
1828 int i;
1829 1655
1830 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1831 if (op->contr->braced) 1657 if (op->contr->braced)
1832 exp /= 5; 1658 exp /= 5;
1833 1659
1834 /* Try to find the matching skill. 1660 /* Try to find the matching skill.
1835 * We do a shortcut/time saving mechanism first - see if it matches 1661 * We do a shortcut/time saving mechanism first - see if it matches
1836 * chosen_skill. This means we don't need to search through 1662 * chosen_skill. This means we don't need to search through
1837 * the players inventory. 1663 * the players inventory.
1838 */ 1664 */
1665 skill_obj = 0;
1666
1839 if (skill_name) 1667 if (skill_name)
1840 { 1668 {
1841 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1669 skill_obj = op->contr->find_skill (skill_name);
1842 skill_obj = op->chosen_skill;
1843 else
1844 {
1845 for (i = 0; i < NUM_SKILLS; i++)
1846 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1847 {
1848 skill_obj = op->contr->last_skill_ob[i];
1849 break;
1850 }
1851 1670
1852 /* Player doesn't have the skill. Check to see what to do, and give 1671 /* Player doesn't have the skill. Check to see what to do, and give
1853 * it to the player if necessary 1672 * it to the player if necessary
1854 */ 1673 */
1855 if (!skill_obj) 1674 if (!skill_obj)
1856 { 1675 {
1857 if (flag == SK_EXP_NONE) 1676 if (flag == SK_EXP_NONE)
1858 return; 1677 return;
1678
1859 else if (flag == SK_EXP_ADD_SKILL) 1679 if (flag == SK_EXP_ADD_SKILL)
1860 give_skill_by_name (op, skill_name); 1680 skill_obj = give_skill_by_name (op, skill_name);
1861 }
1862 } 1681 }
1863 } 1682 }
1864 1683
1865 if (flag != SK_EXP_SKILL_ONLY) 1684 if (flag != SK_EXP_SKILL_ONLY)
1866 { 1685 {
1867 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1868 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1869 */ 1688 */
1870 exp_to_add = exp; 1689 exp_to_add = exp;
1871 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1872 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1873 exp_to_add = limit; 1692 exp_to_add = limit;
1874 1693
1875 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1876 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1883 } 1702 }
1884 1703
1885 if (skill_obj) 1704 if (skill_obj)
1886 { 1705 {
1887 exp_to_add = exp; 1706 exp_to_add = exp;
1888 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1889 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1890 exp_to_add = limit; 1709 exp_to_add = limit;
1891 1710
1892 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1893 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1899 player_lvl_adj (op, skill_obj); 1718 player_lvl_adj (op, skill_obj);
1900 } 1719 }
1901} 1720}
1902 1721
1903/* This function checks to make sure that object 'op' can 1722/* This function checks to make sure that object 'op' can
1904 * lost 'exp' experience. It returns the amount of exp 1723 * lose 'exp' experience. It returns the amount of exp
1905 * object 'op' can in fact lose - it basically makes 1724 * object 'op' can in fact lose - it basically makes
1906 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1907 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1908 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1909 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1910 */ 1729 */
1911sint64 1730static sint64
1912check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1913{ 1732{
1914 sint64 del_exp; 1733 sint64 del_exp;
1915 1734
1916 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1917 exp = op->stats.exp; 1736 exp = op->stats.exp;
1737
1918 if (settings.permanent_exp_ratio) 1738 if (settings.permanent_exp_ratio)
1919 { 1739 {
1920 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1740 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1741
1921 if (del_exp < 0) 1742 if (del_exp < 0)
1922 del_exp = 0; 1743 del_exp = 0;
1744
1923 if (exp > del_exp) 1745 if (exp > del_exp)
1924 exp = del_exp; 1746 exp = del_exp;
1925 } 1747 }
1748
1926 return exp; 1749 return exp;
1927} 1750}
1928 1751
1929sint64 1752sint64
1930check_exp_adjust (const object *op, sint64 exp) 1753check_exp_adjust (const object *op, sint64 exp)
1931{ 1754{
1932 if (exp < 0) 1755 if (exp < 0)
1933 return check_exp_loss (op, exp); 1756 return check_exp_loss (op, exp);
1934 else 1757 else
1935 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1758 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1936} 1759}
1937
1938 1760
1939/* Subtracts experience from player. 1761/* Subtracts experience from player.
1940 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1762 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1941 * only subtract from the matching skill. Otherwise, 1763 * only subtract from the matching skill. Otherwise,
1942 * this subtracts a portion from all 1764 * this subtracts a portion from all
1947 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1948 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1949 * a postive number. 1771 * a postive number.
1950 */ 1772 */
1951static void 1773static void
1952subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1953{ 1775{
1954 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1955 object *tmp; 1777 object *tmp;
1956 sint64 del_exp; 1778 sint64 del_exp;
1957 1779
1958 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1959 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1960 { 1782 {
1961 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1962 { 1784 {
1963 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1964 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1965 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1966 } 1788 }
1967 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1968 { 1790 {
1969 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1970 * to match a specific skill. 1792 * to match a specific skill.
1971 */ 1793 */
1972 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1973 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1974 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1975 } 1797 }
1976 } 1798 }
1977 1799
1991 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1992 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1993 * these last two values are only used for players. 1815 * these last two values are only used for players.
1994 */ 1816 */
1995void 1817void
1996change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1997{ 1819{
1998#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1999 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
2000#endif 1822#endif
2001 1823
2018 * worth. 1840 * worth.
2019 */ 1841 */
2020 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
2021 { 1843 {
2022 /* Sanity check */ 1844 /* Sanity check */
2023 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
2024 return; 1846 return;
2025 1847
2026 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
2027 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2028 * more than max exp, just return. 1850 * more than max exp, just return.
2054 * amount of permenent experience, whichever gives the lowest loss. 1876 * amount of permenent experience, whichever gives the lowest loss.
2055 */ 1877 */
2056void 1878void
2057apply_death_exp_penalty (object *op) 1879apply_death_exp_penalty (object *op)
2058{ 1880{
2059 object *tmp;
2060 sint64 loss; 1881 sint64 loss;
2061 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1882 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2062 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1883 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2063 1884
2064 for (tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2065 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
2066 { 1887 {
2067
2068 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2069 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2070 1890
2071 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
2072 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
2073 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
2074 * tables is a lot harder. 1894 * tables is a lot harder.
2075 */ 1895 */
2076 if (level_loss < 0) 1896 if (level_loss < 0)
2077 level_loss = 0; 1897 level_loss = 0;
2078 1898
2079 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1899 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2080 1900
2081 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
2082 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
2083 } 1903 }
2084 1904
2085 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2086 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1906 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1907
2087 if (level_loss < 0) 1908 if (level_loss < 0)
2088 level_loss = 0; 1909 level_loss = 0;
1910
2089 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2090 1912
2091 op->stats.exp -= loss; 1913 op->stats.exp -= loss;
2092 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
2093} 1915}
2094 1916

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