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Comparing deliantra/server/common/living.C (file contents):
Revision 1.51 by root, Sat May 12 18:23:51 2007 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * 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 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 29 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 31 */
34static const int con_bonus[MAX_STAT + 1] = { 34static 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, 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,
36 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
37}; 37};
38 38
39/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 41 * advancement. -b.t.
42 */ 42 */
43static const int sp_bonus[MAX_STAT + 1] = { 43static 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, 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,
48static const int grace_bonus[MAX_STAT + 1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 49 -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,
50 30, 40, 50, 70, 100 50 30, 40, 50, 70, 100
51}; 51};
52 52
53/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations 56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is 57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means 58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal 59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling 62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
109 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 110 * before, you need to start someplace.
111 */ 111 */
112 112
113const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 121};
122 122
123const int learn_spell[MAX_STAT + 1] = { 123const 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, 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,
125 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
140/* 140/*
141 Since this is nowhere defined ... 141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
143*/ 143*/
144 144
145#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
146 146
147/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so 157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
159 * -b.t. 159 * -b.t.
160 */ 160 */
161 161
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 163
166#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
167 165
168/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
242change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
243{ 241{
244 stats->stat (attr) += value; 242 stats->stat (attr) += value;
245} 243}
246 244
247sint8 &
248living::stat (int index)
249{
250 switch (index)
251 {
252 case STR: return Str;
253 case DEX: return Dex;
254 case CON: return Con;
255 case INT: return Int;
256 case WIS: return Wis;
257 case POW: return Pow;
258 case CHA: return Cha;
259 }
260
261 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
262 static sint8 dummy;
263 return dummy;
264}
265
266sint8
267living::stat (int index) const
268{
269 switch (index)
270 {
271 case STR: return Str;
272 case DEX: return Dex;
273 case CON: return Con;
274 case INT: return Int;
275 case WIS: return Wis;
276 case POW: return Pow;
277 case CHA: return Cha;
278 }
279
280 LOG (llevError | logBacktrace, "living.stat() called with out-of-range stat index");
281 static sint8 dummy;
282 return dummy;
283}
284
285/* 245/*
286 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
287 * 1-30 stat limit. 247 * 1-30 stat limit.
288 */ 248 */
289void 249void
301/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
302 * make this macro to clean those up. Not usuable outside change_abil 262 * make this macro to clean those up. Not usuable outside change_abil
303 * function since some of the values passed to new_draw_info are hardcoded. 263 * function since some of the values passed to new_draw_info are hardcoded.
304 */ 264 */
305#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
306 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
307 267
308/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
309 269
310/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
311 * the object. 271 * the object.
319 * that gives them that ability. 279 * that gives them that ability.
320 */ 280 */
321int 281int
322change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
323{ 283{
324 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
325 char message[MAX_BUF]; 286 char message[MAX_BUF];
326 int potion_max = 0; 287 int potion_max = 0;
327 288
328 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
329 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
330 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
331 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
332 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
333 295
334 if (op->type == PLAYER) 296 if (op->type == PLAYER)
335 { 297 {
336 if (tmp->type == POTION) 298 if (tmp->type == POTION)
337 { 299 {
338 potion_max = 1; 300 potion_max = 1;
301
339 for (int j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
340 { 303 {
341 int ostat = op->contr->orig_stats.stat (j); 304 int ostat = op->contr->orig_stats.stat (j);
342 int i = tmp->stats.stat (j); 305 int i = tmp->stats.stat (j);
343 306
344 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
345 int nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
346 309
347 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
348 * potions do so right now, there is the potential for potions
349 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
350 * to allow for that. 312 * to allow for that.
351 */ 313 */
352 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
353 nstat = 1; 315 nstat = 1;
354 else if (nstat > 20 + op->arch->clone.stats.stat (j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
355 nstat = 20 + op->arch->clone.stats.stat (j); 317 nstat = 20 + op->arch->stats.stat (j);
356 318
357 if (nstat != ostat) 319 if (nstat != ostat)
358 { 320 {
359 op->contr->orig_stats.stat (j) = nstat; 321 op->contr->orig_stats.stat (j) = nstat;
360 potion_max = 0; 322 potion_max = 0;
376 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
377 } /* end of potion handling code */ 339 } /* end of potion handling code */
378 } 340 }
379 341
380 /* reset attributes that update_stats doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
381 * everything to set 343 * everything to set
382 */ 344 */
383 if (flag == -1) 345 if (flag == -1)
384 { 346 {
385 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
386 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
405 { 367 {
406 success = 1; 368 success = 1;
407 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
408 } 370 }
409 371
410 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
411 { 373 {
412 success = 1; 374 success = 1;
413 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
414 } 376 }
415 377
416 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
417 { 379 {
418 success = 1; 380 success = 1;
419 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
420 } 382 }
421 383
422 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
423 { 385 {
424 success = 1; 386 success = 1;
425 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
426 } 388 }
427 389
429 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
430 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
431 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
432 * from fly high) 394 * from fly high)
433 */ 395 */
434 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
435 { 397 {
436 success = 1; 398 success = 1;
437 399
438 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
439 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
440 */ 402 */
441 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
442 { 404 {
443 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
444 } 406 }
445 407
446 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
447 { 409 {
448 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
452 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
453 } 415 }
454 416
455 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
456 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
457
458 /* Changing move status may mean you are affected by things you weren't before */
459 check_move_on (op, op);
460 } 419 }
461 420
462 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
463 * originally undead may change their status 422 * originally undead may change their status
464 */ 423 */
465 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
466 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
467 { 426 {
468 success = 1; 427 success = 1;
469 if (flag > 0) 428 if (flag > 0)
470 { 429 {
471 op->race = "undead"; 430 op->race = "undead";
472 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
473 } 432 }
474 else 433 else
475 { 434 {
476 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
477 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
478 } 437 }
479 } 438 }
480 439
481 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
482 { 441 {
483 success = 1; 442 success = 1;
484 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
485 } 444 }
486 445
487 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
488 { 447 {
489 success = 1; 448 success = 1;
490 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
491 } 450 }
492 451
493 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
494 * vision 453 * vision
495 */ 454 */
496 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
497 { 456 {
498 success = 1; 457 success = 1;
499 if (flag > 0) 458 if (flag > 0)
500 { 459 {
501 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
502 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
503 else 462 else
504 { 463 {
505 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
506 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
507 if (op->type == PLAYER) 466 if (op->type == PLAYER)
508 op->contr->do_los = 1; 467 op->contr->do_los = 1;
509 } 468 }
510 } 469 }
511 else 470 else
512 { 471 {
513 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
514 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
515 else 474 else
516 { 475 {
517 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
518 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
519 if (op->type == PLAYER) 478 if (op->type == PLAYER)
520 op->contr->do_los = 1; 479 op->contr->do_los = 1;
521 } 480 }
522 } 481 }
523 } 482 }
524 483
525 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
526 { 485 {
527 success = 1; 486 success = 1;
528 if (op->type == PLAYER) 487 if (op->type == PLAYER)
529 op->contr->do_los = 1; 488 op->contr->do_los = 1;
530 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
531 } 490 }
532 491
533 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
534 { 493 {
535 success = 1; 494 success = 1;
536 if (flag > 0) 495 if (flag > 0)
537 { 496 {
538 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
539 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
540 else 499 else
541 { 500 {
542 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
543 if (op->type == PLAYER) 502 if (op->type == PLAYER)
544 op->contr->do_los = 1; 503 op->contr->do_los = 1;
545 } 504 }
546 } 505 }
547 else 506 else
548 { 507 {
549 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
550 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
551 else 510 else
552 { 511 {
553 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
554 if (op->type == PLAYER) 513 if (op->type == PLAYER)
561 { 520 {
562 success = 1; 521 success = 1;
563 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
564 } 523 }
565 524
525 if (digest_types [tmp->type])
526 {
566 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
567 { 528 {
568 success = 1; 529 success = 1;
569 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
570 } 531 }
571 532
572 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
573 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
574 success = 1; 536 success = 1;
575 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
576 } 538 }
577 539
578 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
579 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
580 { 542 {
581 success = 1; 543 success = 1;
582 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
583 } 545 }
584 546
585 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
586 { 548 {
587 success = 1; 549 success = 1;
588 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
589 } 552 }
590 553
591 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
592 for (int i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
593 { 556 {
594 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
595 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
596 559
597 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
598 { 561 {
599 success = 1; 562 success = 1;
563
600 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
601 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
602 else 566 else
603 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
604 568
605 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
606 } 570 }
607 } 571 }
608 572
609 if (!potion_max) 573 if (!potion_max)
610 {
611 for (int j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
612 {
613 if (int i = tmp->stats.stat (j)) 575 if (int i = tmp->stats.stat (j))
614 { 576 {
615 success = 1; 577 success = 1;
616 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
617 } 579 }
618 }
619 }
620 580
621 return success; 581 return success;
622} 582}
623 583
624/* 584/*
635object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
636{ 596{
637 object *tmp; 597 object *tmp;
638 archetype *at; 598 archetype *at;
639 599
640 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
641 if (!at) 601 if (!at)
642 { 602 {
643 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
644 return; 604 return;
645 } 605 }
647 { 607 {
648 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
649 609
650 if (!tmp) 610 if (!tmp)
651 { 611 {
652 tmp = arch_to_object (at); 612 tmp = at->instance ();
653 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
654 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
655 } 615 }
656 } 616 }
657 617
658 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
659 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
665 * via an applied bad_luck object. 625 * via an applied bad_luck object.
666 */ 626 */
667void 627void
668object::change_luck (int value) 628object::change_luck (int value)
669{ 629{
670 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
671 if (!at) 631 if (!at)
672 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
673 else 633 else
674 { 634 {
675 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
677 if (!tmp) 637 if (!tmp)
678 { 638 {
679 if (!value) 639 if (!value)
680 return; 640 return;
681 641
682 tmp = arch_to_object (at); 642 tmp = at->instance ();
683 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
684 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
685 } 645 }
686 646
687 if (value) 647 if (value)
688 { 648 {
689 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
723void 683void
724object::remove_statbonus () 684object::remove_statbonus ()
725{ 685{
726 for (int i = 0; i < NUM_STATS; ++i) 686 for (int i = 0; i < NUM_STATS; ++i)
727 { 687 {
728 sint8 v = arch->clone.stats.stat (i); 688 sint8 v = arch->stats.stat (i);
729 stats.stat (i) -= v; 689 stats.stat (i) -= v;
730 contr->orig_stats.stat (i) -= v; 690 contr->orig_stats.stat (i) -= v;
731 } 691 }
732} 692}
733 693
737void 697void
738object::add_statbonus () 698object::add_statbonus ()
739{ 699{
740 for (int i = 0; i < NUM_STATS; ++i) 700 for (int i = 0; i < NUM_STATS; ++i)
741 { 701 {
742 sint8 v = arch->clone.stats.stat (i); 702 sint8 v = arch->stats.stat (i);
743 stats.stat (i) += v; 703 stats.stat (i) += v;
744 contr->orig_stats.stat (i) += v; 704 contr->orig_stats.stat (i) += v;
745 } 705 }
746} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
747 721
748/* 722/*
749 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
750 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
751 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
756 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
757 */ 731 */
758void 732void
759object::update_stats () 733object::update_stats ()
760{ 734{
761 int i, j;
762 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
763 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
766 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed; 741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
768 745
769 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
770 if (type == PLAYER) 747 if (type == PLAYER)
771 { 748 {
749 contr->delayed_update = false;
750
772 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
773 stats.stat (i) = contr->orig_stats.stat (i); 752 stat_sum [i] = contr->orig_stats.stat (i);
774 753
775 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
776 contr->encumbrance = 0; 755 contr->encumbrance = 0;
777 756
778 attacktype = 0; 757 attacktype = 0;
783 contr->gen_grace = 0; 762 contr->gen_grace = 0;
784 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
785 contr->item_power = 0; 764 contr->item_power = 0;
786 } 765 }
787 766
788 for (int i = NUM_BODY_LOCATIONS; i--; ) 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
789 slot[i].used = slot[i].info; 768 slot[i].used = slot[i].info;
790 769
791 slaying = 0; 770 slaying = 0;
792 771
793 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
794 {
795 CLEAR_FLAG (this, FLAG_XRAYS);
796 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
797 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
798 777
799 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
800 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
801 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
802 781
803 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
804 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
805 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
806 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
807 786
808 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
809 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
810 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
811 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
812 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
813
814 chosen_skill = 0;
815 792
816 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
817 * archetype clone 794 * archetype clone
818 */ 795 */
819 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
820 797
821 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
822 { 799 {
823 if (resist[i] > 0) 800 if (resist[i] > 0)
824 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
825 else 802 else
826 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
827 804
828 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
829 } 806 }
830 807
831 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
832 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
833 810
834 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
835 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
836 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
837 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
838 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
839 * that their protection from physical goes down 816 * that their protection from physical goes down
840 */ 817 */
841 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
842 { 819 {
843 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
844 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
845 } 822 }
846 else 823 else
847 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
848 825
849 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
850 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
851 830
852 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
853 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
854 */ 833 */
855 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
856 { 835 {
857 /* See note in map.c:update_position about making this additive
858 * since light sources are never applied, need to put check here.
859 */
860 if (tmp->glow_radius > glow_radius)
861 glow_radius = tmp->glow_radius;
862
863 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
864 * applied so we can tell the player what changed. But change_abil 837 * applied so we can tell the player what changed. But change_abil
865 * then calls this function. 838 * then calls this function.
866 */ 839 */
867 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
868 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
869 844
870 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
871 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
872 { 847 {
873 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
886 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
887 grace_obj = tmp; 862 grace_obj = tmp;
888 } 863 }
889 } 864 }
890 865
891 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
892 * objects need to make adjustments. 867 * objects need to make adjustments.
893 * This block should handle all player specific changes 868 * This block should handle all player specific changes
894 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
895 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
896 * It also means we need to put in additional checks for applied below, 871 * It also means we need to put in additional checks for applied below,
897 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
898 * up, etc. 873 * up, etc.
899 */ 874 */
900 if ((tmp->flag [FLAG_APPLIED] 875 if ((tmp->flag [FLAG_APPLIED]
901 && tmp->type != CONTAINER 876 && tmp->type != CONTAINER
902 && tmp->type != CLOSE_CON) 877 && tmp->type != CLOSE_CON
903 || (tmp->type == SKILL 878 && tmp->type != SPELL)
904 && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
905 { 880 {
906 if (type == PLAYER) 881 if (type == PLAYER)
907 { 882 {
908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 883 contr->item_power += tmp->item_power;
909 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING))
910 continue;
911 884
912 for (i = 0; i < NUM_STATS; i++) 885 for (int i = 0; i < NUM_STATS; i++)
913 change_attr_value (&stats, i, tmp->stats.stat (i)); 886 stat_sum [i] += tmp->stats.stat (i);
914 887
915 /* these are the items that currently can change digestion, regeneration, 888 if (digest_types [tmp->type])
916 * spell point recovery and mana point recovery. Seems sort of an arbitary
917 * list, but other items store other info into stats array.
918 */
919 if (tmp->type == WEAPON || tmp->type == BOW ||
920 tmp->type == ARMOUR || tmp->type == HELMET ||
921 tmp->type == SHIELD || tmp->type == RING ||
922 tmp->type == BOOTS || tmp->type == GLOVES ||
923 tmp->type == AMULET || tmp->type == GIRDLE ||
924 tmp->type == BRACERS || tmp->type == CLOAK ||
925 tmp->type == DISEASE || tmp->type == FORCE ||
926 tmp->type == SKILL)
927 { 889 {
928 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
929 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
930 contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
931 contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
932 contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
933 contr->item_power += tmp->item_power;
934 } 896 }
935 } /* if this is a player */ 897 } /* if this is a player */
936 else 898 else
937 { 899 {
938 if (tmp->type == WEAPON) 900 if (tmp->type == WEAPON)
939 current_weapon = tmp; 901 current_weapon = tmp;
940 } 902 }
941 903
942 /* Update slots used for items */ 904 /* Update slots used for items */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
944 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
945 slot[i].used += tmp->slot[i].info; 907 slot[i].used += tmp->slot[i].info;
946 908
947 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
948 {
949 speed_reduce_from_disease = tmp->last_sp / 100.f; 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
950 911
951 if (speed_reduce_from_disease == 0)
952 speed_reduce_from_disease = 1;
953 }
954
955 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
956 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
957 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
958 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
959 */ 916 */
960 if (tmp->type != POTION) 917 if (tmp->type == POTION_EFFECT)
961 {
962 for (i = 0; i < NROFATTACKS; i++) 918 for (int i = 0; i < NROFATTACKS; i++)
963 {
964 /* Potential for cursed potions, in which case we just can use
965 * a straight MAX, as potion_resist is initialised to zero.
966 */
967 if (tmp->type == POTION_EFFECT)
968 {
969 if (potion_resist[i])
970 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
971 else
972 potion_resist[i] = tmp->resist[i]; 919 max_it (potion_resist[i], tmp->resist[i]);
973 } 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
974 else if (tmp->resist[i] > 0) 922 if (tmp->resist[i] > 0)
975 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
976 else if (tmp->resist[i] < 0) 924 else if (tmp->resist[i] < 0)
977 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
978 }
979 }
980 926
981 /* There may be other things that should not adjust the attacktype */ 927 /* There may be other things that should not adjust the attacktype */
982 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 928 if (tmp->type != SYMPTOM)
983 || current_weapon == tmp)
984 { 929 {
985 attacktype |= tmp->attacktype; 930 attacktype |= tmp->attacktype;
986 path_attuned |= tmp->path_attuned; 931 path_attuned |= tmp->path_attuned;
987 path_repelled |= tmp->path_repelled; 932 path_repelled |= tmp->path_repelled;
988 path_denied |= tmp->path_denied; 933 path_denied |= tmp->path_denied;
989 move_type |= tmp->move_type; 934 move_type |= tmp->move_type;
990 stats.luck += tmp->stats.luck; 935 stats.luck += tmp->stats.luck;
991 } 936 }
992 937
993 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 938 flag |= tmp->flag & copy_flags;
994 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
995 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
996 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
997 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
998 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
999 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1000 939
1001 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1002 SET_FLAG (this, FLAG_UNDEAD); 941 this->set_flag (FLAG_UNDEAD);
1003 942
1004 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 943 //TODO: copy_flags?
944 if (tmp->flag [FLAG_MAKE_INVIS])
1005 { 945 {
1006 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
1007 invisible = 1; 947 invisible = 1;
1008 } 948 }
1009 949
1010 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
1011 { 951 {
1018 added_speed += tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1019 } 959 }
1020 960
1021 switch (tmp->type) 961 switch (tmp->type)
1022 { 962 {
1023#if 0
1024 case WAND:
1025 case ROD: 963 case SKILL:
1026 case HORN: 964 {
1027 if (type != PLAYER || current_weapon == tmp) 965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
967 break;
968
969 if (chosen_skill)
970 {
971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
1028 chosen_skill = tmp; 979 chosen_skill = tmp;
1029 break;
1030#endif
1031 980
1032 /* skills modifying the character -b.t. */
1033 /* for all skills and skill granting objects */
1034 case SKILL:
1035 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1036 break;
1037
1038 if (IS_COMBAT_SKILL (tmp->subtype))
1039 wc_obj = tmp;
1040
1041 if (chosen_skill)
1042 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1043
1044 chosen_skill = tmp;
1045
1046 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1047 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1048 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1049 weapon_speed = WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1050 985
1051 if (weapon_speed < 0)
1052 weapon_speed = 0;
1053
1054 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1055 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1056 988
1057 if (tmp->magic) 989 if (tmp->magic)
1058 stats.dam += tmp->magic; 990 stats.dam += tmp->magic;
1059 } 991 }
1060 992
1061 if (tmp->stats.wc) 993 if (tmp->stats.wc)
1062 wc -= tmp->stats.wc + tmp->magic; 994 wc -= tmp->stats.wc + tmp->magic;
1063 995
1064 if (tmp->slaying) 996 if (tmp->slaying)
1065 slaying = tmp->slaying; 997 slaying = tmp->slaying;
1066 998
1067 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1068 ac -= tmp->stats.ac + tmp->magic; 1000 ac -= tmp->stats.ac + tmp->magic;
1069 1001
1070 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1071 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1072
1073 break; 1004 }
1074 1005
1075 case SKILL_TOOL:
1076 if (chosen_skill)
1077 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1078
1079 chosen_skill = tmp;
1080 break; 1006 break;
1081 1007
1082 case SHIELD: 1008 case SHIELD:
1083 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1084 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1085 case RING: 1012 case RING:
1086 case AMULET: 1013 case AMULET:
1087 case GIRDLE: 1014 case GIRDLE:
1088 case HELMET: 1015 case HELMET:
1089 case BOOTS: 1016 case BOOTS:
1098 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1099 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1100 1027
1101 break; 1028 break;
1102 1029
1030 case RANGED:
1103 case BOW: 1031 case BOW:
1104 case WEAPON: 1032 case WEAPON:
1105 if (type != PLAYER || current_weapon == tmp)
1106 {
1107 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1108 1034
1109 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1110 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1111 1037
1112 stats.dam += tmp->stats.dam + tmp->magic; 1038 stats.dam += tmp->stats.dam + tmp->magic;
1113 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1114 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1115 1041
1116 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1117 weapon_speed = 0; 1043 weapon_speed = 0;
1118 1044
1119 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1120 1046
1121 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1122 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1123 * go. 1049 * go.
1124 */ 1050 */
1125 1051
1126 if (type == PLAYER) 1052 if (type == PLAYER)
1127 if (settings.spell_encumbrance) 1053 if (settings.spell_encumbrance)
1128 contr->encumbrance += tmp->weight * 3 / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1129 }
1130 1055
1131 break; 1056 break;
1132 1057
1133 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1134 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 contr->encumbrance += tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1136 1061
1137 case BRACERS: 1062 case BRACERS:
1138 case FORCE: 1063 case FORCE:
1139 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1140 { 1065 {
1157 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1158 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1159 } 1084 }
1160 1085
1161 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1163 1088
1164 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1165 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1166 1091
1167 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1092 if (ARMOUR_SPEED (tmp))
1168 max = ARMOUR_SPEED (tmp) / 10.f; 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1169 1094
1170 break; 1095 break;
1171 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1172 } /* item is equipped */ 1097 } /* item is equipped */
1173 } /* for loop of items */ 1098 } /* for loop of items */
1174 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1175 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* We've gone through all the objects the player has equipped. For many things, we
1176 * have generated intermediate values which we now need to assign. 1103 * have generated intermediate values which we now need to assign.
1177 */ 1104 */
1178 1105
1179 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1180 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1181 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1182 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1183 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1184 */ 1111 */
1185 for (i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1186 { 1113 {
1187 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1188 1115
1189 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1190 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1191 } 1119 }
1192 1120
1193 /* Figure out the players sp/mana/hp totals. */
1194 if (type == PLAYER) 1121 if (type == PLAYER)
1195 { 1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1196 int pl_level; 1132 int pl_level;
1197 1133
1198 check_stat_bounds (&(stats));
1199 pl_level = level;
1200
1201 if (pl_level < 1)
1202 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1203 1135
1204 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1205 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1206 */ 1138 */
1207 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1208 { 1141 {
1209 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1210 1143
1211 if (i % 2 && con_bonus[stats.Con] % 2) 1144 if (i % 2 && con_bonus[stats.Con] % 2)
1212 {
1213 if (con_bonus[stats.Con] > 0) 1145 if (con_bonus[stats.Con] > 0)
1214 j++; 1146 j++;
1215 else 1147 else
1216 j--; 1148 j--;
1217 }
1218 1149
1219 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1220 } 1151 }
1221 1152
1222 for (i = 11; i <= level; i++) 1153 stats.maxhp += 2 * max (0, level - 10);
1223 stats.maxhp += 2;
1224 1154
1225 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1226 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1227 1157
1228 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1229 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1230 */ 1160 */
1231 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1232 if (!mana_obj) 1162 if (!mana_obj)
1233 mana_obj = this; 1163 mana_obj = this;
1234 1164
1241 1171
1242 if (mana_obj == this && type == PLAYER) 1172 if (mana_obj == this && type == PLAYER)
1243 stats.maxsp = 1; 1173 stats.maxsp = 1;
1244 else 1174 else
1245 { 1175 {
1246 sp_tmp = 0.f; 1176 float sp_tmp = 0.f;
1247 1177
1248 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1249 { 1179 {
1250 float stmp; 1180 float stmp;
1251 1181
1252 /* Got some extra bonus at first level */ 1182 /* Got some extra bonus at first level */
1253 if (i < 2) 1183 if (i < 2)
1254 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1255 else 1185 else
1256 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1257 1187
1258 if (stmp < 1.f)
1259 stmp = 1.f;
1260
1261 sp_tmp += stmp; 1188 sp_tmp += max (1.f, stmp);
1262 } 1189 }
1263 1190
1264 stats.maxsp = (sint16)sp_tmp; 1191 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1265
1266 for (i = 11; i <= mana_obj->level; i++)
1267 stats.maxsp += 2;
1268 } 1192 }
1193
1269 /* Characters can get their sp supercharged via rune of transferrance */ 1194 /* Characters can get their sp supercharged via rune of transferrance */
1270 if (stats.sp > stats.maxsp * 2) 1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1271 stats.sp = stats.maxsp * 2;
1272 1196
1273 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1274 if (!grace_obj || !grace_obj->level || type != PLAYER) 1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1275 grace_obj = this; 1199 grace_obj = this;
1276 1200
1281 /* store grace in a float - this way, the divisions below don't create 1205 /* store grace in a float - this way, the divisions below don't create
1282 * big jumps when you go from level to level - with int's, it then 1206 * big jumps when you go from level to level - with int's, it then
1283 * becomes big jumps when the sums of the bonuses jump to the next 1207 * becomes big jumps when the sums of the bonuses jump to the next
1284 * step of 8 - with floats, even fractional ones are useful. 1208 * step of 8 - with floats, even fractional ones are useful.
1285 */ 1209 */
1286 sp_tmp = 0.f; 1210 float sp_tmp = 0.f;
1287 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1288 { 1213 {
1289 float grace_tmp = 0.f; 1214 float grace_tmp = 0.f;
1290 1215
1291 /* Got some extra bonus at first level */ 1216 /* Got some extra bonus at first level */
1292 if (i < 2) 1217 if (i < 2)
1293 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1294 else 1219 else
1295 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1296 1221
1297 if (grace_tmp < 1.f)
1298 grace_tmp = 1.f;
1299
1300 sp_tmp += grace_tmp; 1222 sp_tmp += max (1.f, grace_tmp);
1301 } 1223 }
1302 1224
1303 stats.maxgrace = (sint16)sp_tmp;
1304
1305 /* two grace points per level after 11 */ 1225 /* two grace points per level after 10 */
1306 for (i = 11; i <= grace_obj->level; i++) 1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1307 stats.maxgrace += 2;
1308 } 1227 }
1228
1309 /* No limit on grace vs maxgrace */ 1229 /* No limit on grace vs maxgrace */
1310 1230
1311 if (contr->braced) 1231 if (contr->braced)
1312 { 1232 {
1313 ac += 2; 1233 ac += 2;
1314 wc += 4; 1234 wc += 4;
1315 } 1235 }
1316 else 1236 else
1317 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1318 1238
1319 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1320 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1321 * not the general player level -b.t. 1241 * not the general player level -b.t.
1322 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1323 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1324 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1325 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1326 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1327 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1328 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1329 */ 1249 */
1250 object *wc_obj = chosen_skill;
1330 1251
1331 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1332 { 1253 {
1333 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1334 1255
1335 for (i = 1; i < wc_obj->level; i++) 1256 for (int i = 1; i < wc_obj->level; i++)
1336 { 1257 {
1337 /* addtional wc every 6 levels */ 1258 /* additional wc every 6 levels */
1338 if (!(i % 6)) 1259 if (!(i % 6))
1339 wc--; 1260 wc--;
1340 1261
1341 /* addtional dam every 4 levels. */ 1262 /* additional dam every 4 levels. */
1342 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1343 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1344 } 1265 }
1345 } 1266 }
1346 else 1267 else
1353 1274
1354 speed = 1.f + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1355 1276
1356 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1357 speed -= 1; 1278 speed -= 1;
1358
1359 if (attacktype == 0)
1360 attacktype = arch->clone.attacktype;
1361
1362 } /* End if player */ 1279 } /* End if player */
1363 1280
1364 if (added_speed >= 0) 1281 if (added_speed >= 0)
1365 speed += added_speed / 10.f; 1282 speed += added_speed / 10.f;
1366 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1367 speed /= 1.f - added_speed; 1284 speed /= 1.f - added_speed;
1368 1285
1369 /* Max is determined by armour */ 1286 /* Max is determined by armour */
1370 if (speed > max) 1287 speed = min (speed, max_speed);
1371 speed = max;
1372 1288
1373 if (type == PLAYER) 1289 if (type == PLAYER)
1374 { 1290 {
1375 /* f is a number the represents the number of kg above (positive num) 1291 /* f is a number the represents the number of kg above (positive num)
1376 * or below (negative number) that the player is carrying. If above 1292 * or below (negative number) that the player is carrying. If above
1377 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1378 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1379 */ 1295 */
1380 f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1381 if (f > 0) 1297 if (f > 0.f)
1382 speed = speed / (1.f + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1383 } 1299 }
1384 1300
1385 speed += bonus_speed / 10.f; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1386 1303
1387 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* Put a lower limit on speed. Note with this speed, you move once every
1388 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1389 */ 1306 */
1390 speed = speed * speed_reduce_from_disease; 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1391 1308
1392 if (speed < 0.01f && type == PLAYER) 1309 if (speed != old_speed)
1393 speed = 0.01f; 1310 set_speed (speed);
1394 1311
1395 if (type == PLAYER) 1312 if (type == PLAYER)
1396 { 1313 {
1397 /* (This formula was made by vidarl@ifi.uio.no) 1314 /* (This formula was made by vidarl@ifi.uio.no)
1398 * Note that we never used these values again - basically 1315 * Note that we never used these values again - basically
1400 * that would just be a real pain to read. 1317 * that would just be a real pain to read.
1401 */ 1318 */
1402 float M = (max_carry[stats.Str] - 121) / 121.f; 1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1403 float M2 = max_carry[stats.Str] / 100.f; 1320 float M2 = max_carry[stats.Str] / 100.f;
1404 float W = weapon_weight / 20000.f; 1321 float W = weapon_weight / 20000.f;
1405 float s = 2 - weapon_speed / 10.f; 1322 float s = (20 - weapon_speed) / 10.f;
1406 float D = (stats.Dex - 14) / 14.f; 1323 float D = (stats.Dex - 14) / 14.f;
1407 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1324 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1408 1325
1409 K *= (4 + level) *1.2f / (6 + level); 1326 K *= (4 + level) * 1.2f / (6 + level);
1410 1327
1411 if (K <= 0.f) 1328 if (K <= 0.01f)
1412 K = 0.01f; 1329 K = 0.01f;
1413 1330
1414 float S = speed / (K * s); 1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1415
1416 contr->weapon_sp = S;
1417 } 1332 }
1418 1333
1419 /* I want to limit the power of small monsters with big weapons: */ 1334 /* I want to limit the power of small monsters with big weapons: */
1420 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1421 stats.dam = arch->clone.stats.dam * 3; 1336 stats.dam = arch->stats.dam * 3;
1422 1337
1423 /* Prevent overflows of wc - best you can get is ABS(120) - this 1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1424 * should be more than enough - remember, AC is also in 8 bits, 1339 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1425 * so its value is the same.
1426 */
1427 if (wc > 120)
1428 wc = 120;
1429 else if (wc < -120)
1430 wc = -120;
1431
1432 stats.wc = wc;
1433
1434 if (ac > 120)
1435 ac = 120;
1436 else if (ac < -120)
1437 ac = -120;
1438
1439 stats.ac = ac;
1440 1340
1441 /* if for some reason the creature doesn't have any move type, 1341 /* if for some reason the creature doesn't have any move type,
1442 * give them walking as a default. 1342 * give them walking as a default.
1443 * The second case is a special case - to more closely mimic the 1343 * The second case is a special case - to more closely mimic the
1444 * old behaviour - if your flying, your not walking - just 1344 * old behaviour - if your flying, your not walking - just
1447 if (move_type == 0) 1347 if (move_type == 0)
1448 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1449 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1450 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1451 1351
1452 if (speed != old_speed) 1352 // now apply the new move_type
1453 set_speed (speed); 1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1454 1355
1455 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1456 * so we will check that now. 1357 * so we will check that now.
1457 */ 1358 */
1458 if (type == PLAYER) 1359 if (is_player ())
1459 { 1360 contr->update_spells ();
1460 esrv_update_stats (contr);
1461 esrv_update_spells (contr);
1462 }
1463 1361
1464 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1465 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1466 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1467} 1365}
1468 1366
1469/* 1367void
1470 * Returns true if the given player is a legal class. 1368object::set_glow_radius (sint8 rad)
1471 * The function to add and remove class-bonuses to the stats doesn't
1472 * check if the stat becomes negative, thus this function
1473 * merely checks that all stats are 1 or more, and returns
1474 * false otherwise.
1475 */
1476int
1477allowed_class (const object *op)
1478{ 1369{
1479 return op->stats.Dex > 0 1370 glow_radius = rad;
1480 && op->stats.Str > 0 1371
1481 && op->stats.Con > 0 1372 if (is_on_map ())
1482 && op->stats.Int > 0 1373 update_all_los (map, x, y);
1483 && op->stats.Wis > 0 1374 else if (object *env = outer_env ())
1484 && op->stats.Pow > 0 1375 {
1485 && op->stats.Cha > 0; 1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1486} 1381}
1487 1382
1488/* 1383/*
1489 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1490 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1491 * eventually change the player's face and animation) 1386 * eventually change the player's face and animation)
1492 *
1493 * Note that the title is written to 'own_title' in the
1494 * player struct. This should be changed to 'ext_title'
1495 * as soon as clients support this!
1496 * Please, anyone, write support for 'ext_title'.
1497 */ 1387 */
1498void 1388void
1499set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1500{ 1390{
1501 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1519 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1520 or else at random */ 1410 or else at random */
1521 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1522 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1523 1413
1524 level = (int) (level / 5.);
1525
1526 /* now set the new title */ 1414 /* now set the new title */
1527 if (pl->contr != NULL)
1528 {
1529 if (level == 0)
1530 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1531 else if (level == 1)
1532 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1416 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1533 else if (level == 2)
1534 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1417 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1535 else if (level == 3)
1536 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1537 else 1419 else
1538 { 1420 {
1539 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1540 if (skin->resist[atnr] > 80)
1541 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1542 else if (skin->resist[atnr] > 50)
1543 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1423 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1544 else
1545 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1546 }
1547 } 1425 }
1548 1426
1549 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1550} 1428}
1551 1429
1552/* 1430/*
1553 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1554 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1555 * or change the ability-focus. 1433 * or change the ability-focus.
1556 */ 1434 */
1557void 1435static void
1558dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1559{ 1437{
1560 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1561 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1562 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1563 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1564 1442
1565 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1566 shstr_cmp dragon_ability_force ("dragon_ability_force");
1567 shstr_cmp dragon_skin_force ("dragon_skin_force");
1568
1569 for (tmp = who->inv; tmp; tmp = tmp->below) 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1570 if (tmp->type == FORCE) 1445 if (tmp->type == FORCE)
1571 if (tmp->arch->name == dragon_ability_force) 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1572 abil = tmp; 1447 abil = tmp;
1573 else if (tmp->arch->name == dragon_skin_force) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1574 skin = tmp; 1449 skin = tmp;
1575 1450
1576 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1577 if (abil == NULL) 1452 if (abil == NULL)
1578 return; 1453 return;
1579 1454
1580 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1581 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1582 */ 1457 */
1583 if (who->level > abil->level) 1458 if (who->level > abil->level)
1584 { 1459 {
1585 /* increase our focused ability */ 1460 /* increase our focused ability */
1586 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1621 object *skill_obj; 1496 object *skill_obj;
1622 1497
1623 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1624 if (!skill_obj) 1499 if (!skill_obj)
1625 { 1500 {
1626 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1627 return NULL; 1502 return NULL;
1628 } 1503 }
1504
1629 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1630 * still doesn't know it. 1506 * still doesn't know it.
1631 */ 1507 */
1632 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1633 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1634 skill_obj->level = 1; 1510 skill_obj->level = 1;
1635 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1636 1512
1637 if (op->contr) 1513 if (player *pl = op->contr)
1638 { 1514 pl->link_skills ();
1639 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1640 if (op->contr->ns)
1641 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1642 }
1643 1515
1644 return skill_obj; 1516 return skill_obj;
1645} 1517}
1646
1647 1518
1648/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1649 * whether the player gets more hp, sp and new levels. 1520 * whether the player gets more hp, sp and new levels.
1650 * Note this this function should only be called for players. Monstes 1521 * Note this this function should only be called for players. Monstes
1651 * don't really gain levels 1522 * don't really gain levels
1654 */ 1525 */
1655void 1526void
1656player_lvl_adj (object *who, object *op) 1527player_lvl_adj (object *who, object *op)
1657{ 1528{
1658 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1530 bool changed = false;
1659 1531
1660 if (!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1661 op = who; 1533 op = who;
1662 1534
1663 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1664 { 1536 {
1537 changed = true;
1538
1665 op->level++; 1539 op->level++;
1666 1540
1667 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1668 dragon_level_gain (who); 1542 dragon_level_gain (who);
1669 1543
1670 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1671 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1672 { 1546 {
1673 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1547 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1674 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1548 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1675 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1676 } 1550 }
1677 1551
1678 who->update_stats ();
1679 if (op->level > 1) 1552 if (op->level > 1)
1680 { 1553 {
1681 if (op->type != PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1682 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1683 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1684 sprintf (buf, "You are now level %d.", op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1564
1685 if (who) 1565 if (who)
1686 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1687 } 1567 }
1688 player_lvl_adj (who, op); /* To increase more levels */
1689 } 1568 }
1569
1690 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1691 { 1571 {
1572 changed = true;
1573
1692 op->level--; 1574 op->level--;
1693 who->update_stats (); 1575
1694 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1695 { 1577 {
1696 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1697 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1698 } 1580 }
1699 player_lvl_adj (who, op); /* To decrease more levels */
1700 } 1581 }
1701 1582
1702 /* check if the spell data has changed */ 1583 if (changed)
1703 esrv_update_stats (who->contr); 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1704 esrv_update_spells (who->contr);
1705} 1585}
1706 1586
1707/* 1587/*
1708 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1709 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1710 */ 1590 */
1711 1591
1712sint64 1592sint64
1713level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1714{ 1594{
1715 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1716 return (sint64) (expmul * levels[settings.max_level]);
1717
1718 return (sint64) (expmul * levels[level]);
1719} 1596}
1720 1597
1721/* 1598/*
1722 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1723 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1729calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1730{ 1607{
1731 int p_exp_min; 1608 int p_exp_min;
1732 1609
1733 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1734 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1735 * to get the fraction */ 1612 * to get the fraction */
1736 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1737 1614
1738 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1739 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1751 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1752 * total, but not any particular skill. 1629 * total, but not any particular skill.
1753 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1754 */ 1631 */
1755static void 1632static void
1756add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1757{ 1634{
1758 object *skill_obj = NULL; 1635 object *skill_obj;
1759 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1760 int i;
1761 1637
1762 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1763 if (op->contr->braced) 1639 if (op->contr->braced)
1764 exp /= 5; 1640 exp /= 5;
1765 1641
1766 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1767 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1768 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1769 * the players inventory. 1645 * the players inventory.
1770 */ 1646 */
1647 skill_obj = 0;
1648
1771 if (skill_name) 1649 if (skill_name)
1772 { 1650 {
1773 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 skill_obj = op->contr->find_skill (skill_name);
1774 skill_obj = op->chosen_skill;
1775 else
1776 {
1777 for (i = 0; i < NUM_SKILLS; i++)
1778 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1779 {
1780 skill_obj = op->contr->last_skill_ob[i];
1781 break;
1782 }
1783 1652
1784 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1785 * it to the player if necessary 1654 * it to the player if necessary
1786 */ 1655 */
1787 if (!skill_obj) 1656 if (!skill_obj)
1788 { 1657 {
1789 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1790 return; 1659 return;
1660
1791 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1792 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1793 }
1794 } 1663 }
1795 } 1664 }
1796 1665
1797 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1798 { 1667 {
1799 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1800 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1801 */ 1670 */
1802 exp_to_add = exp; 1671 exp_to_add = exp;
1803 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1804 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1805 exp_to_add = limit; 1674 exp_to_add = limit;
1806 1675
1807 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1808 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1815 } 1684 }
1816 1685
1817 if (skill_obj) 1686 if (skill_obj)
1818 { 1687 {
1819 exp_to_add = exp; 1688 exp_to_add = exp;
1820 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1821 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1822 exp_to_add = limit; 1691 exp_to_add = limit;
1823 1692
1824 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1825 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1831 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1832 } 1701 }
1833} 1702}
1834 1703
1835/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1836 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1837 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1838 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1839 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1840 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1841 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1842 */ 1711 */
1843sint64 1712static sint64
1844check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1845{ 1714{
1846 sint64 del_exp; 1715 sint64 del_exp;
1847 1716
1848 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1849 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1850 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1851 { 1721 {
1852 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1853 if (del_exp < 0) 1724 if (del_exp < 0)
1854 del_exp = 0; 1725 del_exp = 0;
1726
1855 if (exp > del_exp) 1727 if (exp > del_exp)
1856 exp = del_exp; 1728 exp = del_exp;
1857 } 1729 }
1730
1858 return exp; 1731 return exp;
1859} 1732}
1860 1733
1861sint64 1734sint64
1862check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1863{ 1736{
1864 if (exp < 0) 1737 if (exp < 0)
1865 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1866 else 1739 else
1867 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1868} 1741}
1869
1870 1742
1871/* Subtracts experience from player. 1743/* Subtracts experience from player.
1872 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1873 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1874 * this subtracts a portion from all 1746 * this subtracts a portion from all
1879 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1880 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1881 * a postive number. 1753 * a postive number.
1882 */ 1754 */
1883static void 1755static void
1884subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1885{ 1757{
1886 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1887 object *tmp; 1759 object *tmp;
1888 sint64 del_exp; 1760 sint64 del_exp;
1889 1761
1890 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1891 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1892 { 1764 {
1893 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1894 { 1766 {
1895 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1896 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1897 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1898 } 1770 }
1899 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1900 { 1772 {
1901 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1902 * to match a specific skill. 1774 * to match a specific skill.
1903 */ 1775 */
1904 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1905 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1906 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1907 } 1779 }
1908 } 1780 }
1909 1781
1923 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1924 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1925 * these last two values are only used for players. 1797 * these last two values are only used for players.
1926 */ 1798 */
1927void 1799void
1928change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1929{ 1801{
1930#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1931 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1932#endif 1804#endif
1933 1805
1942 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1943 */ 1815 */
1944 if (exp == 0) 1816 if (exp == 0)
1945 return; 1817 return;
1946 1818
1947 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1948 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
1949 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
1950 * worth. 1822 * worth.
1951 */ 1823 */
1952 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
1953 { 1825 {
1954 /* Sanity check */ 1826 /* Sanity check */
1955 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
1956 return; 1828 return;
1957 1829
1958 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
1959 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1960 * more than max exp, just return. 1832 * more than max exp, just return.
1979 */ 1851 */
1980 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
1981 } 1853 }
1982} 1854}
1983 1855
1984/* Applies a death penalty experience, the size of this is defined by the 1856/* Applies a death penalty experience, the size of this is defined by the
1985 * settings death_penalty_percentage and death_penalty_levels, and by the 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
1986 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
1987 */ 1859 */
1988void 1860void
1989apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
1990{ 1862{
1991 object *tmp;
1992 sint64 loss; 1863 sint64 loss;
1993 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1994 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1995 1866
1996 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1997 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
1998 { 1869 {
1999
2000 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2001 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2002 1872
2003 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
2004 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
2005 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
2006 * tables is a lot harder. 1876 * tables is a lot harder.
2007 */ 1877 */
2008 if (level_loss < 0) 1878 if (level_loss < 0)
2009 level_loss = 0; 1879 level_loss = 0;
2010 1880
2011 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2012 1882
2013 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
2014 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
2015 } 1885 }
2016 1886
2017 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2018 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889
2019 if (level_loss < 0) 1890 if (level_loss < 0)
2020 level_loss = 0; 1891 level_loss = 0;
1892
2021 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2022 1894
2023 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
2024 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
2025} 1897}
2026 1898

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