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Comparing deliantra/server/common/living.C (file contents):
Revision 1.8 by root, Sat Sep 9 22:09:19 2006 UTC vs.
Revision 1.131 by root, Wed Nov 14 05:18:17 2012 UTC

1/* 1/*
2 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: living.C,v 1.8 2006/09/09 22:09:19 root Exp $";
4 */ 3 *
5 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 23 */
28 24
29#include <global.h> 25#include <global.h>
30#include <funcpoint.h>
31 26
32/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
33 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
34 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
35 */ 30 */
36#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; } 31#define ADD_EXP(exptotal, exp) {exptotal += exp; if (exptotal > MAX_EXPERIENCE) exptotal = MAX_EXPERIENCE; }
37 32
38static const int con_bonus[MAX_STAT + 1]={ 33static const int con_bonus[MAX_STAT + 1] = {
39 -6,-5,-4,-3,-2,-1,-1,0,0,0,0,1,2,3,4,5,6,7,8,9,10,12,14,16,18,20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
40 22,25,30,40,50 35 22, 25, 30, 40, 50
41}; 36};
42 37
43/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
44 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
45 * advancement. -b.t. 40 * advancement. -b.t.
46 */ 41 */
47static const int sp_bonus[MAX_STAT + 1]={ 42static const int sp_bonus[MAX_STAT + 1] = {
48 -10,-10,-9,-8,-7,-6,-5,-4,-3,-2,-1,0,1,2,3,4,5,6,7,8,9,10,12,15,20,25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
49 30,40,50,70,100 44 30, 40, 50, 70, 100
50}; 45};
51 46
52static const int grace_bonus[MAX_STAT +1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
53 -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, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
54 30,40,50,70,100 49 30, 40, 50, 70, 100
55}; 50};
56 51
57/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
58 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
59 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
69 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
70 * it is 1-diff 65 * it is 1-diff
71 */ 66 */
72 67
73const float cha_bonus[MAX_STAT + 1] = { 10.0, 68const float cha_bonus[MAX_STAT + 1] = { 10.0,
74 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */ 69 10.0, 9.0, 8.0, 7.0, 6.0, /* 5 */
75 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */ 70 5.0, 4.5, 4.0, 3.5, 3.0, /* 10 */
76 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */ 71 2.9, 2.8, 2.7, 2.6, 2.5, /* 15 */
77 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */ 72 2.4, 2.3, 2.2, 2.1, 2.0, /* 20 */
78 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */ 73 1.9, 1.8, 1.7, 1.6, 1.5, /* 25 */
79 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */ 74 1.4, 1.3, 1.2, 1.1, 1.0 /* 30 */
80}; 75};
81 76
82const int dex_bonus[MAX_STAT + 1]={ 77const int dex_bonus[MAX_STAT + 1] = {
83 -4,-3,-2,-2,-1,-1,-1,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,4,5,5,6,6,7 78 -4, -3, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7
84}; 79};
85 80
86/* speed_bonus uses dex as its stat */ 81/* speed_bonus uses dex as its stat */
87const float speed_bonus[MAX_STAT + 1]={ 82const float speed_bonus[MAX_STAT + 1] = {
88 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03, 83 -0.4, -0.35, -0.3, -0.25, -0.2, -0.16, -0.12, -0.09, -0.06, -0.03, -0.01, 0, 0.01, 0.03,
89 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4, 84 0.05, 0.1, 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.4,
90 1.6, 1.8, 2.0, 2.5, 3.0 85 1.6, 1.8, 2.0, 2.5, 3.0
91}; 86};
92 87
93/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on 88/* dam_bonus, thaco_bonus, max_carry, weight limit all are based on
94 * strength. 89 * strength.
95 */ 90 */
96const int dam_bonus[MAX_STAT + 1]={ 91const int dam_bonus[MAX_STAT + 1] = {
97 -2,-2,-2,-1,-1,-1,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,6,7,8,10,15 92 -2, -2, -2, -1, -1, -1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 10, 15
98}; 93};
99 94
100const int thaco_bonus[MAX_STAT + 1]={ 95const int thaco_bonus[MAX_STAT + 1] = {
101 -2,-2,-1,-1,0,0,0,0,0,0,0,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,10 96 -2, -2, -1, -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 10
102}; 97};
103 98
104/* Max you can carry before you start getting extra speed penalties */ 99/* Max you can carry before you start getting extra speed penalties */
105const int max_carry[MAX_STAT + 1]={ 100const int max_carry[MAX_STAT + 1] = {
106 2,4,7,11,16,22,29,37,46,56,67,79,92,106,121,137,154,172,191,211,232,254,277, 101 2, 4, 7, 11, 16, 22, 29, 37, 46, 56, 67, 79, 92, 106, 121, 137, 154, 172, 191, 211, 232, 254, 277,
107 301,326,352,400,450,500,600,1000 102 301, 326, 352, 400, 450, 500, 600, 1000
108}; 103};
109 104
110/* weight_limit - the absolute most a character can carry - a character can't 105/* weight_limit - the absolute most a character can carry - a character can't
111 * pick stuff up if it would put him above this limit. 106 * pick stuff up if it would put him above this limit.
112 * value is in grams, so we don't need to do conversion later 107 * value is in grams, so we don't need to do conversion later
113 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
114 * before, you need to start someplace. 109 * before, you need to start someplace.
115 */ 110 */
116 111
117const uint32 weight_limit[MAX_STAT+ 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
118 200000, /* 0 */ 113 200000, /* 0 */
119 250000,300000,350000,400000,500000, /* 5*/ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
120 600000,700000,800000,900000,1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
121 1100000,1200000,1300000,1400000,1500000,/* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
122 1650000,1800000,1950000,2100000,2250000,/* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
123 2400000,2550000,2700000,2850000,3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
124 3250000,3500000,3750000,4000000,4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
125}; 120};
126 121
127const int learn_spell[MAX_STAT + 1]={ 122const int learn_spell[MAX_STAT + 1] = {
128 0,0,0,1,2,4,8,12,16,25,36,45,55,65,70,75,80,85,90,95,100,100,100,100,100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
129 100,100,100,100,100,100 124 100, 100, 100, 100, 100, 100
130}; 125};
131 126
132const int cleric_chance[MAX_STAT + 1]={ 127const int cleric_chance[MAX_STAT + 1] = {
133 100,100,100,100,90,80,70,60,50,40,35,30,25,20,15,14,13,12,11,10,9,8,7,6,5,4,3,2,1,0,0 128 100, 100, 100, 100, 90, 80, 70, 60, 50, 40, 35, 30, 25, 20, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 1, 0, 0
134}; 129};
135 130
136const int turn_bonus[MAX_STAT + 1]={ 131const int turn_bonus[MAX_STAT + 1] = {
137 -1,-1,-1,-1,-1,-1,-1,-1,0,0,0,1,1,1,2,2,2,3,3,3,4,4,5,5,6,7,8,9,10,12,15 132 -1, -1, -1, -1, -1, -1, -1, -1, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 8, 9, 10, 12, 15
138}; 133};
139 134
140const int fear_bonus[MAX_STAT + 1]={ 135const int fear_bonus[MAX_STAT + 1] = {
141 3,3,3,3,2,2,2,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 136 3, 3, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
142}; 137};
143 138
144/* 139/*
145 Since this is nowhere defined ... 140 Since this is nowhere defined ...
146 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
147*/ 142*/
148 143
149#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
150 145
151/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
152 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
153 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
154 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
161 * line with progression of previous levels, so 156 * line with progression of previous levels, so
162 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
163 * -b.t. 158 * -b.t.
164 */ 159 */
165 160
166#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
167
168#ifndef WIN32
169extern uint64 *levels;
170#else
171extern sint64 *levels;
172#endif
173 162
174#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
164
175/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
176 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
177 * right thing and always use range within this table. 167 * right thing and always use range within this table.
178 * for safety, savethrow should not be accessed directly anymore, 168 * for safety, savethrow should not be accessed directly anymore,
179 * and instead did_make_save should be used instead. 169 * and instead did_make_save should be used instead.
180 */ 170 */
181static const int savethrow[MAX_SAVE_LEVEL+1]={ 171static const int savethrow[MAX_SAVE_LEVEL + 1] = {
182 18, 172 18,
183 18,17,16,15,14,14,13,13,12,12,12,11,11,11,11,10,10,10,10, 9, 173 18, 17, 16, 15, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9,
184 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 174 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6,
185 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 175 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4,
186 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 176 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2,
187 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 177 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
188 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 178 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
189}; 179};
190 180
191const char *const attacks[NROFATTACKS] = { 181const char *const attacks[NROFATTACKS] = {
192 "physical", "magical", "fire", "electricity", "cold", "confusion", 182 "physical", "magical", "fire", "electricity", "cold", "confusion",
193 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow", 183 "acid", "drain", "weaponmagic", "ghosthit", "poison", "slow",
194 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death", 184 "paralyze", "turn undead", "fear", "cancellation", "depletion", "death",
195 "chaos","counterspell","god power","holy power","blinding", "", 185 "chaos", "counterspell", "god power", "holy power", "blinding", "",
196 "life stealing" 186 "life stealing"
197}; 187};
198 188
199static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
200 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
201 "You're feeling clumsy!", 191 "You're feeling clumsy!",
202 "You feel less healthy", 192 "You feel less healthy",
203 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
204 "Your face gets distorted!", 196 "Your face gets distorted!",
205 "Watch out, your mind is going!",
206 "Your spirit feels drained!"
207}; 197};
208const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
209 "You feel your strength return.", 199 "You feel your strength return.",
210 "You feel your agility return.", 200 "You feel your agility return.",
211 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
212 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
213 "You feel your charisma return.", 205 "You feel your charisma return.",
214 "You feel your memory return.",
215 "You feel your spirits return."
216}; 206};
217const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
218 "You feel stronger.", 208 "You feel stronger.",
219 "You feel more agile.", 209 "You feel more agile.",
220 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
221 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
222 "You seem to look better.", 214 "You seem to look better.",
223 "You feel smarter.",
224 "You feel more potent."
225}; 215};
226const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
227 "You feel weaker!", 217 "You feel weaker!",
228 "You feel clumsy!", 218 "You feel clumsy!",
229 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
230 "You lose some of your memory!", 221 "You lose some of your memory!",
231 "You look ugly!",
232 "You feel stupid!",
233 "You feel less potent!" 222 "You feel less potent!",
223 "You look ugly!",
234}; 224};
235 225
236const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
237 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence","power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
238}; 228};
239 229
240const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
241 "Str", "Dex", "Con", "Wis", "Cha", "Int","Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
242}; 232};
243
244/*
245 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
246 * what attr is (STR to POW).
247 */
248
249void
250set_attr_value(living *stats,int attr,sint8 value) {
251 switch(attr) {
252 case STR:
253 stats->Str=value;
254 break;
255 case DEX:
256 stats->Dex=value;
257 break;
258 case CON:
259 stats->Con=value;
260 break;
261 case WIS:
262 stats->Wis=value;
263 break;
264 case POW:
265 stats->Pow=value;
266 break;
267 case CHA:
268 stats->Cha=value;
269 break;
270 case INT:
271 stats->Int=value;
272 break;
273 }
274}
275 233
276/* 234/*
277 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
278 * is added to the specified stat. 236 * is added to the specified stat.
279 */ 237 */
280
281void 238void
282change_attr_value(living *stats,int attr,sint8 value) { 239change_attr_value (living *stats, int attr, sint8 value)
283 if (value==0) return; 240{
284 switch(attr) { 241 stats->stat (attr) += value;
285 case STR:
286 stats->Str+=value;
287 break;
288 case DEX:
289 stats->Dex+=value;
290 break;
291 case CON:
292 stats->Con+=value;
293 break;
294 case WIS:
295 stats->Wis+=value;
296 break;
297 case POW:
298 stats->Pow+=value;
299 break;
300 case CHA:
301 stats->Cha+=value;
302 break;
303 case INT:
304 stats->Int+=value;
305 break;
306 default:
307 LOG(llevError,"Invalid attribute in change_attr_value: %d\n", attr);
308 }
309}
310
311/*
312 * returns the specified stat. See also set_attr_value().
313 */
314
315sint8
316get_attr_value(const living *stats,int attr) {
317 switch(attr) {
318 case STR:
319 return(stats->Str);
320 case DEX:
321 return(stats->Dex);
322 case CON:
323 return(stats->Con);
324 case WIS:
325 return(stats->Wis);
326 case CHA:
327 return(stats->Cha);
328 case INT:
329 return(stats->Int);
330 case POW:
331 return(stats->Pow);
332 }
333 return 0;
334} 242}
335 243
336/* 244/*
337 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
338 * 1-30 stat limit. 246 * 1-30 stat limit.
339 */ 247 */
340 248void
341void check_stat_bounds(living *stats) { 249check_stat_bounds (living *stats)
342 int i,v; 250{
343 for(i=0;i<NUM_STATS;i++) 251 for (int i = 0; i < NUM_STATS; i++)
344 if((v=get_attr_value(stats,i))>MAX_STAT) 252 {
345 set_attr_value(stats,i,MAX_STAT); 253 sint8 &v = stats->stat (i);
346 else if(v<MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
347 set_attr_value(stats,i,MIN_STAT); 255 }
348} 256}
349 257
350#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
351 259
352/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
353 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
354 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
355 */ 263 */
356#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
357 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
358 266
359/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
268
360/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
361 * the object. 270 * the object.
362 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
363 * can be applied or not. 272 * can be applied or not.
364 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
365 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
366 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
367 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
368 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
369 * that gives them that ability. 278 * that gives them that ability.
370 */ 279 */
280int
371int change_abil(object *op, object *tmp) { 281change_abil (object *op, object *tmp)
372 int flag=QUERY_FLAG(tmp,FLAG_APPLIED)?1:-1,i,j,success=0; 282{
283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
373 char message[MAX_BUF]; 285 char message[MAX_BUF];
374 int potion_max=0; 286 int potion_max = 0;
375
376 /* remember what object was like before it was changed. note that
377 * refop is a local copy of op only to be used for detecting changes
378 * found by fix_player. refop is not a real object
379 */
380 object_pod refop = *op;
381 287
288 // keep some stats for comparison purposes
289 object::flags_t prev_flag = op->flag;
290 MoveType prev_move_type = op->move_type;
291 sint16 prev_resist [NROFATTACKS]; // clumsy
292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
294
382 if(op->type==PLAYER) { 295 if (op->type == PLAYER)
296 {
383 if (tmp->type==POTION) { 297 if (tmp->type == POTION)
298 {
384 potion_max=1; 299 potion_max = 1;
300
385 for(j=0;j<NUM_STATS;j++) { 301 for (int j = 0; j < NUM_STATS; j++)
386 int nstat, ostat; 302 {
387
388 ostat = get_attr_value(&(op->contr->orig_stats),j); 303 int ostat = op->contr->orig_stats.stat (j);
389 i = get_attr_value(&(tmp->stats),j); 304 int i = tmp->stats.stat (j);
390 305
391 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
392 nstat = flag*i + ostat; 307 int nstat = flag * i + ostat;
393 308
394 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
395 * potions do so right now, there is the potential for potions
396 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
397 * to allow for that. 311 * to allow for that.
398 */ 312 */
399 if (nstat < 1 && i*flag < 0 ) nstat = 1; 313 if (nstat < 1 && i * flag < 0)
314 nstat = 1;
400 else if (nstat > 20 + get_attr_value(&(op->arch->clone.stats),j)) { 315 else if (nstat > 20 + op->arch->stats.stat (j))
401 nstat = 20 + get_attr_value(&(op->arch->clone.stats),j); 316 nstat = 20 + op->arch->stats.stat (j);
317
318 if (nstat != ostat)
319 {
320 op->contr->orig_stats.stat (j) = nstat;
321 potion_max = 0;
402 } 322 }
403 if (nstat != ostat) { 323 else if (i)
404 set_attr_value(&(op->contr->orig_stats), j, nstat);
405 potion_max=0;
406 } 324 {
407 else if (i) {
408 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
409 potion_max = 1; 326 potion_max = 1;
410 } 327 }
411 } 328 }
329
412 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
413 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
414 * recalculates this anyway. 332 * recalculates this anyway.
415 */ 333 */
416 for(j=0;j<NUM_STATS;j++) 334 for (int j = 0; j < NUM_STATS; j++)
417 change_attr_value(&(op->stats),j,flag*get_attr_value(&(tmp->stats),j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
418 check_stat_bounds(&(op->stats)); 337 check_stat_bounds (&op->stats);
419 } /* end of potion handling code */ 338 } /* end of potion handling code */
420 } 339 }
421 340
422 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
423 * everything to set 342 * everything to set
424 */ 343 */
425 if(flag == -1) { 344 if (flag == -1)
345 {
426 op->attacktype&=~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
427 op->path_attuned&=~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
428 op->path_repelled&=~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
429 op->path_denied&=~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
430 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
431 * and not the other move_ fields. 351 * and not the other move_ fields.
432 */ 352 */
433 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
434 } 354 }
435 355
436 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
437 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
438 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
439 */ 359 */
440 fix_player(op); 360 op->update_stats ();
441 361
442 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
443 * print out message if this is a bow. 363 * print out message if this is a bow.
444 */ 364 */
445 if(tmp->attacktype & AT_CONFUSION && tmp->type != BOW) { 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
366 {
446 success=1; 367 success = 1;
447 DIFF_MSG(flag, "Your hands begin to glow red.", 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
448 "Your hands stop glowing red."); 369 }
370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
449 } 372 {
450 if ( QUERY_FLAG(op,FLAG_LIFESAVE) != QUERY_FLAG(&refop,FLAG_LIFESAVE)){
451 success=1; 373 success = 1;
452 DIFF_MSG(flag, "You feel very protected.", 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
453 "You don't feel protected anymore."); 375 }
376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
454 } 378 {
455 if ( QUERY_FLAG(op,FLAG_REFL_MISSILE) != QUERY_FLAG(&refop,FLAG_REFL_MISSILE)){
456 success=1; 379 success = 1;
457 DIFF_MSG(flag, "A magic force shimmers around you.", 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
458 "The magic force fades away."); 381 }
382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
459 } 384 {
460 if ( QUERY_FLAG(op,FLAG_REFL_SPELL) != QUERY_FLAG(&refop,FLAG_REFL_SPELL)){
461 success=1; 385 success = 1;
462 DIFF_MSG(flag, "You feel more safe now, somehow.", 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
463 "Suddenly you feel less safe, somehow.");
464 } 387 }
388
465 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
466 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
467 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
468 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
469 * from fly high) 393 * from fly high)
470 */ 394 */
471 if (tmp->move_type && op->move_type != refop.move_type) { 395 if (tmp->move_type && op->move_type != prev_move_type)
396 {
472 success=1; 397 success = 1;
473 398
474 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
475 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
476 */ 401 */
477 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) { 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
403 {
478 DIFF_MSG(flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
479 } 405 }
480 406
481 if (tmp->move_type & MOVE_FLY_HIGH) { 407 if (tmp->move_type & MOVE_FLY_HIGH)
408 {
482 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
483 * in that case, you don't actually land 410 * in that case, you don't actually land
484 */ 411 */
485 DIFF_MSG(flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
486 (op->move_type&MOVE_FLY_LOW ? "You fly lower in the air": 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
487 "You float down to the ground."));
488 } 414 }
415
489 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
490 DIFF_MSG(flag,"You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
491
492 /* Changing move status may mean you are affected by things you weren't before */
493 check_move_on(op, op);
494 } 418 }
495 419
496 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
497 * originally undead may change their status 421 * originally undead may change their status
498 */ 422 */
499 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
500 if ( QUERY_FLAG(op,FLAG_UNDEAD) != QUERY_FLAG(&refop,FLAG_UNDEAD)) { 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
425 {
501 success=1; 426 success = 1;
502 if(flag>0) { 427 if (flag > 0)
428 {
503 op->race = "undead"; 429 op->race = "undead";
504 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
431 }
505 } else { 432 else
433 {
506 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
507 new_draw_info(NDI_UNIQUE, 0, op,"Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
436 }
437 }
438
439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
440 {
441 success = 1;
442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
443 }
444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
446 {
447 success = 1;
448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
449 }
450
451 /* blinded you can tell if more blinded since blinded player has minimal
452 * vision
453 */
454 if (tmp->flag [FLAG_BLIND])
455 {
456 success = 1;
457 if (flag > 0)
458 {
459 if (op->flag [FLAG_WIZ])
460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
461 else
462 {
463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
464 op->set_flag (FLAG_BLIND);
465 if (op->type == PLAYER)
466 op->contr->do_los = 1;
508 } 467 }
509 } 468 }
510 469 else
511 if ( QUERY_FLAG(op,FLAG_STEALTH) != QUERY_FLAG(&refop,FLAG_STEALTH)){ 470 {
512 success=1; 471 if (op->flag [FLAG_WIZ])
513 DIFF_MSG(flag, "You walk more quietly.", "You walk more noisily.");
514 }
515 if ( QUERY_FLAG(op,FLAG_MAKE_INVIS) != QUERY_FLAG(&refop,FLAG_MAKE_INVIS)){
516 success=1;
517 DIFF_MSG(flag, "You become transparent.", "You can see yourself.");
518 }
519 /* blinded you can tell if more blinded since blinded player has minimal
520 * vision
521 */
522 if(QUERY_FLAG(tmp,FLAG_BLIND)) {
523 success=1;
524 if(flag>0) {
525 if(QUERY_FLAG(op,FLAG_WIZ))
526 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self is blinded."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
527 else { 473 else
474 {
528 new_draw_info(NDI_UNIQUE, 0, op,"You are blinded."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
529 SET_FLAG(op,FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
530 if(op->type==PLAYER) 477 if (op->type == PLAYER)
531 op->contr->do_los=1; 478 op->contr->do_los = 1;
532 } 479 }
533 } else { 480 }
534 if(QUERY_FLAG(op,FLAG_WIZ)) 481 }
535 new_draw_info(NDI_UNIQUE, 0, op,"Your mortal self can now see again."); 482
483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
484 {
485 success = 1;
486 if (op->type == PLAYER)
487 op->contr->do_los = 1;
488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
489 }
490
491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
492 {
493 success = 1;
494 if (flag > 0)
495 {
496 if (op->flag [FLAG_WIZ])
497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
536 else { 498 else
537 new_draw_info(NDI_UNIQUE, 0, op,"Your vision returns."); 499 {
538 CLEAR_FLAG(op,FLAG_BLIND); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
539 if(op->type==PLAYER) 501 if (op->type == PLAYER)
540 op->contr->do_los=1; 502 op->contr->do_los = 1;
541 } 503 }
542 } 504 }
543 } 505 else
544 506 {
545 if ( QUERY_FLAG(op,FLAG_SEE_IN_DARK) != QUERY_FLAG(&refop,FLAG_SEE_IN_DARK)){ 507 if (op->flag [FLAG_WIZ])
546 success=1;
547 if(op->type==PLAYER)
548 op->contr->do_los=1;
549 DIFF_MSG(flag, "Your vision is better in the dark.", "You see less well in the dark.");
550 }
551
552 if ( QUERY_FLAG(op,FLAG_XRAYS) != QUERY_FLAG(&refop,FLAG_XRAYS)){
553 success=1;
554 if(flag>0) {
555 if(QUERY_FLAG(op,FLAG_WIZ))
556 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a little clearer."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
557 else { 509 else
510 {
558 new_draw_info(NDI_UNIQUE, 0, op,"Everything becomes transparent."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
559 if(op->type==PLAYER) 512 if (op->type == PLAYER)
560 op->contr->do_los=1; 513 op->contr->do_los = 1;
561 } 514 }
562 } else {
563 if(QUERY_FLAG(op,FLAG_WIZ))
564 new_draw_info(NDI_UNIQUE, 0, op,"Your vision becomes a bit out of focus.");
565 else {
566 new_draw_info(NDI_UNIQUE, 0, op,"Everything suddenly looks very solid.");
567 if(op->type==PLAYER)
568 op->contr->do_los=1;
569 } 515 }
570 }
571 } 516 }
572 517
573 if(tmp->stats.luck) { 518 if (tmp->stats.luck)
519 {
574 success=1; 520 success = 1;
575 DIFF_MSG(flag*tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
522 }
523
524 if (digest_types [tmp->type])
576 } 525 {
577
578 if(tmp->stats.hp && op->type==PLAYER) { 526 if (tmp->stats.hp && op->type == PLAYER)
527 {
579 success=1; 528 success = 1;
580 DIFF_MSG(flag*tmp->stats.hp, "You feel much more healthy!", 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
581 "You feel much less healthy!"); 530 }
582 }
583 531
584 if(tmp->stats.sp && op->type==PLAYER && tmp->type!=SKILL) { 532 if (tmp->stats.sp && op->type == PLAYER
533 && tmp->type != SKILL && tmp->type != BOW)
534 {
585 success=1; 535 success = 1;
586 DIFF_MSG(flag*tmp->stats.sp, "You feel one with the powers of magic!", 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
587 "You suddenly feel very mundane."); 537 }
588 }
589 538
590 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
591 if(tmp->stats.grace && op->type==PLAYER) { 540 if (tmp->stats.grace && op->type == PLAYER)
541 {
592 success=1; 542 success = 1;
593 DIFF_MSG(flag*tmp->stats.grace, "You feel closer to your god!", 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
594 "You suddenly feel less holy."); 544 }
595 }
596 545
597 if(tmp->stats.food && op->type==PLAYER) { 546 if (tmp->stats.food && op->type == PLAYER)
547 {
598 success=1; 548 success = 1;
599 DIFF_MSG(flag*tmp->stats.food, "You feel your digestion slowing down.", 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
600 "You feel your digestion speeding up."); 550 }
601 } 551 }
602 552
603 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
604 for (i=0; i<NROFATTACKS; i++) { 554 for (int i = 0; i < NROFATTACKS; i++)
605 if (i==ATNR_PHYSICAL) continue; /* Don't display about armour */
606 555 {
556 if (i == ATNR_PHYSICAL)
557 continue; /* Don't display about armour */
558
607 if (op->resist[i] != refop.resist[i]) { 559 if (op->resist [i] != prev_resist [i])
560 {
608 success=1; 561 success = 1;
562
609 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
610 sprintf(message, "Your resistance to %s rises to %d%%.", 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
611 change_resist_msg[i], op->resist[i]);
612 else 565 else
613 sprintf(message, "Your resistance to %s drops to %d%%.", 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
614 change_resist_msg[i], op->resist[i]); 567
615
616 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
569 }
570 }
571
572 if (!potion_max)
573 for (int j = 0; j < NUM_STATS; j++)
574 if (int i = tmp->stats.stat (j))
617 } 575 {
618 }
619
620 if(tmp->type!=EXPERIENCE && !potion_max) {
621 for (j=0; j<NUM_STATS; j++) {
622 if ((i=get_attr_value(&(tmp->stats),j))!=0) {
623 success=1; 576 success = 1;
624 DIFF_MSG(i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
625 } 578 }
626 } 579
627 }
628 return success; 580 return success;
629} 581}
630 582
631/* 583/*
632 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
633 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
634 */ 586 */
635 587void
636void drain_stat(object *op) { 588object::drain_stat ()
589{
637 drain_specific_stat(op, RANDOM()%NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
638} 591}
639 592
593void
640void drain_specific_stat(object *op, int deplete_stats) { 594object::drain_specific_stat (int deplete_stats)
595{
641 object *tmp; 596 object *tmp;
642 archetype *at; 597 archetype *at;
643 598
644 at = find_archetype(ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
645 if (!at) { 600 if (!at)
601 {
646 LOG(llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
647 return; 603 return;
604 }
648 } else { 605 else
606 {
649 tmp = present_arch_in_ob(at, op); 607 tmp = present_arch_in_ob (at, this);
608
650 if (!tmp) { 609 if (!tmp)
651 tmp = arch_to_object(at); 610 {
611 tmp = at->instance ();
652 tmp = insert_ob_in_ob(tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
653 SET_FLAG(tmp,FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
654 } 614 }
655 } 615 }
656 616
657 new_draw_info(NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
658 change_attr_value(&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
659 fix_player(op); 619 update_stats ();
660} 620}
661 621
662/* 622/*
663 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
664 * via an applied bad_luck object. 624 * via an applied bad_luck object.
665 */ 625 */
666 626void
667void change_luck(object *op, int value) { 627object::change_luck (int value)
668 object *tmp; 628{
669 archetype *at; 629 archetype *at = archetype::find (shstr_luck);
670 int new_luck;
671
672 at = find_archetype("luck");
673 if (!at) 630 if (!at)
674 LOG(llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
675 else { 632 else
633 {
676 tmp = present_arch_in_ob(at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
677 if (!tmp) { 636 if (!tmp)
637 {
638 if (!value)
639 return;
640
641 tmp = at->instance ();
642 tmp = insert_ob_in_ob (tmp, this);
643 tmp->set_flag (FLAG_APPLIED);
644 }
645
678 if (!value) 646 if (value)
679 return; 647 {
680 tmp = arch_to_object(at);
681 tmp = insert_ob_in_ob(tmp, op);
682 SET_FLAG(tmp,FLAG_APPLIED);
683 }
684 if (value) {
685 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
686 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
687 * in op itself). 650 * in op itself).
688 */ 651 */
689 new_luck = tmp->stats.luck+value; 652 int new_luck = tmp->stats.luck + value;
653
690 if (new_luck >= -100 && new_luck <= 100) { 654 if (new_luck >= -100 && new_luck <= 100)
655 {
691 op->stats.luck+=value; 656 stats.luck += value;
692 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
658 }
693 } 659 }
694 } else { 660 else
661 {
695 if (!tmp->stats.luck) { 662 if (!tmp->stats.luck)
696 return; 663 return;
697 } 664
698 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
699 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
700 */ 667 */
701 if (RANDOM()%(FABS(tmp->stats.luck)) >= RANDOM()%30) { 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
669 {
702 int diff = tmp->stats.luck>0?-1:1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
671
703 op->stats.luck += diff; 672 stats.luck += diff;
704 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
674 }
705 } 675 }
706 }
707 } 676 }
708} 677}
709 678
710/* 679/*
711 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
712 */ 681 */
713 682void
714void remove_statbonus(object *op) { 683object::remove_statbonus ()
715 op->stats.Str -= op->arch->clone.stats.Str; 684{
716 op->stats.Dex -= op->arch->clone.stats.Dex; 685 for (int i = 0; i < NUM_STATS; ++i)
717 op->stats.Con -= op->arch->clone.stats.Con; 686 {
718 op->stats.Wis -= op->arch->clone.stats.Wis; 687 sint8 v = arch->stats.stat (i);
719 op->stats.Pow -= op->arch->clone.stats.Pow; 688 stats.stat (i) -= v;
720 op->stats.Cha -= op->arch->clone.stats.Cha; 689 contr->orig_stats.stat (i) -= v;
721 op->stats.Int -= op->arch->clone.stats.Int; 690 }
722 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
723 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
724 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
725 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
726 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
727 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
728 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
729} 691}
730 692
731/* 693/*
732 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
733 */ 695 */
734 696void
735void add_statbonus(object *op) { 697object::add_statbonus ()
736 op->stats.Str += op->arch->clone.stats.Str; 698{
737 op->stats.Dex += op->arch->clone.stats.Dex; 699 for (int i = 0; i < NUM_STATS; ++i)
738 op->stats.Con += op->arch->clone.stats.Con; 700 {
739 op->stats.Wis += op->arch->clone.stats.Wis; 701 sint8 v = arch->stats.stat (i);
740 op->stats.Pow += op->arch->clone.stats.Pow; 702 stats.stat (i) += v;
741 op->stats.Cha += op->arch->clone.stats.Cha; 703 contr->orig_stats.stat (i) += v;
742 op->stats.Int += op->arch->clone.stats.Int; 704 }
743 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
744 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
745 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
746 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
747 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
748 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
749 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
750} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
751 720
752/* 721/*
753 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
754 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
755 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
756 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
757 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
758 */ 727 *
759/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
760 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
761 */ 730 */
762 731void
763void fix_player(object *op) { 732object::update_stats ()
764 int i,j; 733{
765 float f,max=9,added_speed=0,bonus_speed=0, sp_tmp,speed_reduce_from_disease=1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
766 int weapon_weight=0,weapon_speed=0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
767 int best_wc=0, best_ac=0, wc=0, ac=0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
768 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
769 object *grace_obj=NULL,*mana_obj=NULL,*wc_obj=NULL,*tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
770 742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
744
771 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
772 if(op->type==PLAYER) { 746 if (type == PLAYER)
747 {
748 contr->delayed_update = false;
749
773 for(i=0;i<NUM_STATS;i++) { 750 for (int i = 0; i < NUM_STATS; i++)
774 set_attr_value(&(op->stats),i,get_attr_value(&(op->contr->orig_stats),i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
775 } 752
776 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
777 op->contr->encumbrance=0; 754 contr->encumbrance = 0;
778 755
779 op->attacktype=0; 756 attacktype = 0;
757
780 op->contr->digestion = 0; 758 contr->digestion = 0;
781 op->contr->gen_hp = 0; 759 contr->gen_hp = 0;
782 op->contr->gen_sp = 0; 760 contr->gen_sp = 0;
783 op->contr->gen_grace = 0; 761 contr->gen_grace = 0;
784 op->contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
785 op->contr->item_power = 0; 763 contr->item_power = 0;
786
787 /* Don't clobber all the range_ values. range_golem otherwise
788 * gets reset for no good reason, and we don't want to reset
789 * range_magic (what spell is readied). These three below
790 * well get filled in based on what the player has equipped.
791 */
792 op->contr->ranges[range_bow] = NULL;
793 op->contr->ranges[range_misc] = NULL;
794 op->contr->ranges[range_skill] = NULL;
795 } 764 }
796 memcpy(op->body_used, op->body_info, sizeof(op->body_info));
797 765
766 for (int i = NUM_BODY_LOCATIONS; i--; )
767 slot[i].used = slot[i].info;
768
798 op->slaying = 0; 769 slaying = 0;
799 770
800 if(!QUERY_FLAG(op,FLAG_WIZ)) { 771 if (!this->flag [FLAG_WIZ])
801 CLEAR_FLAG(op, FLAG_XRAYS);
802 CLEAR_FLAG(op, FLAG_MAKE_INVIS);
803 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
804 776
805 CLEAR_FLAG(op,FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
806 CLEAR_FLAG(op,FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
807 CLEAR_FLAG(op,FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
808 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
809 CLEAR_FLAG(op,FLAG_REFL_SPELL);
810 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
811 CLEAR_FLAG(op,FLAG_REFL_MISSILE);
812 if(!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
813 CLEAR_FLAG(op,FLAG_UNDEAD);
814 if ( ! QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
815 CLEAR_FLAG(op,FLAG_SEE_IN_DARK);
816 780
817 op->path_attuned=op->arch->clone.path_attuned; 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
818 op->path_repelled=op->arch->clone.path_repelled; 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
819 op->path_denied=op->arch->clone.path_denied; 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
820 op->glow_radius=op->arch->clone.glow_radius; 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
821 op->move_type = op->arch->clone.move_type;
822 op->chosen_skill = NULL;
823 785
786 path_attuned = arch->path_attuned;
787 path_repelled = arch->path_repelled;
788 path_denied = arch->path_denied;
789 glow_radius = arch->glow_radius;
790 move_type = arch->move_type;
791
824 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
825 * archetype clone 793 * archetype clone
794 */
795 memcpy (&resist, &arch->resist, sizeof (resist));
796
797 for (int i = 0; i < NROFATTACKS; i++)
798 {
799 if (resist[i] > 0)
800 prot[i] = resist[i], vuln[i] = 0;
801 else
802 vuln[i] = -resist[i], prot[i] = 0;
803
804 potion_resist[i] = -1000;
805 }
806
807 wc = arch->stats.wc;
808 stats.dam = arch->stats.dam;
809
810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
811 * plus a small amount of physical resist, those poor suckers. ;)
812 * the fact that maxlevel is factored in could be considered sort of bogus -
813 * we should probably give them some bonus and cap it off - otherwise,
814 * basically, if a server updates its max level, these playes may find
815 * that their protection from physical goes down
816 */
817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
818 {
819 ac = max (-10, arch->stats.ac - level / 3);
820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
821 }
822 else
823 ac = arch->stats.ac;
824
825 stats.luck = arch->stats.luck;
826 speed = arch->speed;
827
828 chosen_skill = 0;
829
830 /* OK - we've reset most all the objects attributes to sane values.
831 * now go through and make adjustments for what the player has equipped.
832 */
833 for (tmp = inv; tmp; tmp = tmp->below)
834 {
835 /* This happens because apply_potion calls change_abil with the potion
836 * applied so we can tell the player what changed. But change_abil
837 * then calls this function.
826 */ 838 */
827 memcpy(&op->resist, &op->arch->clone.resist, sizeof(op->resist)); 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
840 continue;
841
842 glow_radius += tmp->glow_radius;
843
844 /* For some things, we don't care what is equipped */
845 if (tmp->type == SKILL)
846 {
847 /* Want to take the highest skill here. */
848 if (IS_MANA_SKILL (tmp->subtype))
849 {
850 if (!mana_obj)
851 mana_obj = tmp;
852 else if (tmp->level > mana_obj->level)
853 mana_obj = tmp;
854 }
855
856 if (IS_GRACE_SKILL (tmp->subtype))
857 {
858 if (!grace_obj)
859 grace_obj = tmp;
860 else if (tmp->level > grace_obj->level)
861 grace_obj = tmp;
862 }
863 }
864
865 /* Container objects are not meant to adjust players, but other applied
866 * objects need to make adjustments.
867 * This block should handle all player specific changes
868 * The check for Praying is a bit of a hack - god given bonuses are put
869 * in the praying skill, and the player should always get those.
870 * It also means we need to put in additional checks for applied below,
871 * because the skill shouldn't count against body positions being used
872 * up, etc.
873 */
874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
879 {
880 if (type == PLAYER)
881 {
882 contr->item_power += tmp->item_power;
883
884 for (int i = 0; i < NUM_STATS; i++)
885 stat_sum [i] += tmp->stats.stat (i);
886
887 if (digest_types [tmp->type])
888 {
889 contr->digestion += tmp->stats.food;
890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
892 contr->gen_sp += tmp->stats.sp;
893 contr->gen_grace += tmp->stats.grace;
894 contr->gen_sp_armour += tmp->gen_sp_armour;
895 }
896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
902
903 /* Update slots used for items */
904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
906 slot[i].used += tmp->slot[i].info;
907
908 if (tmp->type == SYMPTOM)
909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910
911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 * (Negative protections are calculated exactly like positive.)
913 * Resistance from potions are treated special as well. If there's
914 * more than one potion-effect, the bigger prot.-value is taken.
915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
928 {
929 attacktype |= tmp->attacktype;
930 path_attuned |= tmp->path_attuned;
931 path_repelled |= tmp->path_repelled;
932 path_denied |= tmp->path_denied;
933 move_type |= tmp->move_type;
934 stats.luck += tmp->stats.luck;
935 }
936
937 flag |= tmp->flag & copy_flags;
938
939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940 this->set_flag (FLAG_UNDEAD);
941
942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
944 {
945 set_flag (FLAG_MAKE_INVIS);
946 invisible = 1;
947 }
948
949 if (tmp->stats.exp && tmp->type != SKILL)
950 {
951 if (tmp->stats.exp > 0)
952 {
953 added_speed += tmp->stats.exp / 3.f;
954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
955 }
956 else
957 added_speed += tmp->stats.exp;
958 }
959
960 switch (tmp->type)
961 {
962 case SKILL:
963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
978 chosen_skill = tmp;
979
980 if (tmp->stats.dam > 0)
981 { /* skill is a 'weapon' */
982 if (!this->flag [FLAG_READY_WEAPON])
983 weapon_speed = max (0, WEAPON_SPEED (tmp));
984
985 weapon_weight = tmp->weight;
986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
988 if (tmp->magic)
989 stats.dam += tmp->magic;
990 }
991
992 if (tmp->stats.wc)
993 wc -= tmp->stats.wc + tmp->magic;
994
995 if (tmp->slaying)
996 slaying = tmp->slaying;
997
998 if (tmp->stats.ac)
999 ac -= tmp->stats.ac + tmp->magic;
1000
1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1003 }
1004
1005 break;
1006
1007 case SHIELD:
1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1011 case RING:
1012 case AMULET:
1013 case GIRDLE:
1014 case HELMET:
1015 case BOOTS:
1016 case GLOVES:
1017 case CLOAK:
1018 if (tmp->stats.wc)
1019 wc -= tmp->stats.wc + tmp->magic;
1020
1021 if (tmp->stats.dam)
1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1024 if (tmp->stats.ac)
1025 ac -= tmp->stats.ac + tmp->magic;
1026
1027 break;
1028
1029 case RANGED:
1030 case BOW:
1031 case WEAPON:
1032 wc -= tmp->stats.wc + tmp->magic;
1033
1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1035 ac -= tmp->stats.ac + tmp->magic;
1036
1037 stats.dam += tmp->stats.dam + tmp->magic;
1038 weapon_weight = tmp->weight;
1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1040
1041 if (weapon_speed < 0)
1042 weapon_speed = 0;
1043
1044 slaying = tmp->slaying;
1045
1046 /* If there is desire that two handed weapons should do
1047 * extra strength damage, this is where the code should
1048 * go.
1049 */
1050
1051 if (type == PLAYER)
1052 if (settings.spell_encumbrance)
1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1054
1055 break;
1056
1057 case ARMOUR: /* Only the best of these three are used: */
1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1060
1061 case BRACERS:
1062 case FORCE:
1063 if (tmp->stats.wc)
1064 {
1065 if (best_wc < tmp->stats.wc + tmp->magic)
1066 {
1067 wc += best_wc;
1068 best_wc = tmp->stats.wc + tmp->magic;
1069 }
1070 else
1071 wc += tmp->stats.wc + tmp->magic;
1072 }
1073
1074 if (tmp->stats.ac)
1075 {
1076 if (best_ac < tmp->stats.ac + tmp->magic)
1077 {
1078 ac += best_ac; /* Remove last bonus */
1079 best_ac = tmp->stats.ac + tmp->magic;
1080 }
1081 else /* To nullify the below effect */
1082 ac += tmp->stats.ac + tmp->magic;
1083 }
1084
1085 if (tmp->stats.wc)
1086 wc -= tmp->stats.wc + tmp->magic;
1087
1088 if (tmp->stats.ac)
1089 ac -= tmp->stats.ac + tmp->magic;
1090
1091 if (ARMOUR_SPEED (tmp))
1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1093
1094 break;
1095 } /* switch tmp->type */
1096 } /* item is equipped */
1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1101 /* We've gone through all the objects the player has equipped. For many things, we
1102 * have generated intermediate values which we now need to assign.
1103 */
1104
1105 /* 'total resistance = total protections - total vulnerabilities'.
1106 * If there is an uncursed potion in effect, granting more protection
1107 * than that, we take: 'total resistance = resistance from potion'.
1108 * If there is a cursed (and no uncursed) potion in effect, we take
1109 * 'total resistance = vulnerability from cursed potion'.
1110 */
1111 for (int i = 0; i < NROFATTACKS; i++)
1112 {
1113 resist[i] = prot[i] - vuln[i];
1114
1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1117 resist[i] = potion_resist[i];
1118 }
1119
1120 if (type == PLAYER)
1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1131 int pl_level;
1132
1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1134
1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1137 */
1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1140 {
1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1142
1143 if (i % 2 && con_bonus[stats.Con] % 2)
1144 if (con_bonus[stats.Con] > 0)
1145 j++;
1146 else
1147 j--;
1148
1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1150 }
1151
1152 stats.maxhp += 2 * max (0, level - 10);
1153
1154 if (stats.hp > stats.maxhp)
1155 stats.hp = stats.maxhp;
1156
1157 /* Sp gain is controlled by the level of the player's
1158 * relevant experience object (mana_obj, see above)
1159 */
1160 /* following happen when skills system is not used */
1161 if (!mana_obj)
1162 mana_obj = this;
1163
1164 if (!grace_obj)
1165 grace_obj = this;
1166
1167 /* set maxsp */
1168 if (!mana_obj || !mana_obj->level || type != PLAYER)
1169 mana_obj = this;
1170
1171 if (mana_obj == this && type == PLAYER)
1172 stats.maxsp = 1;
1173 else
1174 {
1175 float sp_tmp = 0.f;
1176
1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1178 {
1179 float stmp;
1180
1181 /* Got some extra bonus at first level */
1182 if (i < 2)
1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1184 else
1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1186
1187 sp_tmp += max (1.f, stmp);
1188 }
1189
1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1191 }
1192
1193 /* Characters can get their sp supercharged via rune of transferrance */
1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1195
1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1198 grace_obj = this;
1199
1200 if (grace_obj == this && type == PLAYER)
1201 stats.maxgrace = 1;
1202 else
1203 {
1204 /* store grace in a float - this way, the divisions below don't create
1205 * big jumps when you go from level to level - with int's, it then
1206 * becomes big jumps when the sums of the bonuses jump to the next
1207 * step of 8 - with floats, even fractional ones are useful.
1208 */
1209 float sp_tmp = 0.f;
1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1212 {
1213 float grace_tmp = 0.f;
1214
1215 /* Got some extra bonus at first level */
1216 if (i < 2)
1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1218 else
1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1220
1221 sp_tmp += max (1.f, grace_tmp);
1222 }
1223
1224 /* two grace points per level after 10 */
1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1226 }
1227
1228 /* No limit on grace vs maxgrace */
1229
1230 if (contr->braced)
1231 {
1232 ac += 2;
1233 wc += 4;
1234 }
1235 else
1236 ac -= dex_bonus[stats.Dex];
1237
1238 /* In new exp/skills system, wc bonuses are related to
1239 * the players level in a relevant exp object (wc_obj)
1240 * not the general player level -b.t.
1241 * I changed this slightly so that wc bonuses are better
1242 * than before. This is to balance out the fact that
1243 * the player no longer gets a personal weapon w/ 1
1244 * improvement every level, now its fighterlevel/5. So
1245 * we give the player a bonus here in wc and dam
1246 * to make up for the change. Note that I left the
1247 * monster bonus the same as before. -b.t.
1248 */
1249 object *wc_obj = chosen_skill;
1250
1251 if (contr && wc_obj && wc_obj->level > 1)
1252 {
1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1255 for (int i = 1; i < wc_obj->level; i++)
1256 {
1257 /* additional wc every 6 levels */
1258 if (!(i % 6))
1259 wc--;
1260
1261 /* additional dam every 4 levels. */
1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1264 }
1265 }
1266 else
1267 wc -= level + thaco_bonus[stats.Str];
1268
1269 stats.dam += dam_bonus[stats.Str];
1270
1271 if (stats.dam < 1)
1272 stats.dam = 1;
1273
1274 speed = 1.f + speed_bonus[stats.Dex];
1275
1276 if (settings.search_items && contr->search_str[0])
1277 speed -= 1;
1278 } /* End if player */
1279
1280 if (added_speed >= 0)
1281 speed += added_speed / 10.f;
1282 else /* Something wrong here...: */
1283 speed /= 1.f - added_speed;
1284
1285 /* Max is determined by armour */
1286 speed = min (speed, max_speed);
1287
1288 if (type == PLAYER)
1289 {
1290 /* f is a number the represents the number of kg above (positive num)
1291 * or below (negative number) that the player is carrying. If above
1292 * weight limit, then player suffers a speed reduction based on how
1293 * much above he is, and what is max carry is
1294 */
1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1296 if (f > 0.f)
1297 speed /= (1.f + f / max_carry[stats.Str]);
1298 }
1299
1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1302
1303 /* Put a lower limit on speed. Note with this speed, you move once every
1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1305 */
1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1307
1308 if (speed != old_speed)
1309 set_speed (speed);
1310
1311 if (type == PLAYER)
1312 {
1313 /* (This formula was made by vidarl@ifi.uio.no)
1314 * Note that we never used these values again - basically
1315 * all of these could be subbed into one big equation, but
1316 * that would just be a real pain to read.
1317 */
1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1319 float M2 = max_carry[stats.Str] / 100.f;
1320 float W = weapon_weight / 20000.f;
1321 float s = (20 - weapon_speed) / 10.f;
1322 float D = (stats.Dex - 14) / 14.f;
1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324
1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1327 if (K <= 0.01f)
1328 K = 0.01f;
1329
1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1331 }
1332
1333 /* I want to limit the power of small monsters with big weapons: */
1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1335 stats.dam = arch->stats.dam * 3;
1336
1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1339
1340 /* if for some reason the creature doesn't have any move type,
1341 * give them walking as a default.
1342 * The second case is a special case - to more closely mimic the
1343 * old behaviour - if your flying, your not walking - just
1344 * one or the other.
1345 */
1346 if (move_type == 0)
1347 move_type = MOVE_WALK;
1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1349 move_type &= ~MOVE_WALK;
1350
1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1354
1355 /* It is quite possible that a player's spell costing might have changed,
1356 * so we will check that now.
1357 */
1358 if (is_player ())
1359 contr->update_spells ();
1360
1361 // update the mapspace, if we are on a map
1362 if (!flag [FLAG_REMOVED] && map)
1363 map->at (x, y).flags_ = 0;
1364}
1365
1366void
1367object::set_glow_radius (sint8 rad)
1368{
1369 glow_radius = rad;
828 1370
829 for (i=0;i<NROFATTACKS;i++) { 1371 if (is_on_map ())
830 if (op->resist[i] > 0) 1372 update_all_los (map, x, y);
831 prot[i]= op->resist[i], vuln[i]=0; 1373 else if (object *env = outer_env ())
832 else
833 vuln[i]= -(op->resist[i]), prot[i]=0;
834 potion_resist[i]=0;
835 } 1374 {
836 1375 env->update_stats ();
837 wc=op->arch->clone.stats.wc;
838 op->stats.dam=op->arch->clone.stats.dam;
839 1376
840 /* for players which cannot use armour, they gain AC -1 per 3 levels, 1377 if (env->is_on_map ())
841 * plus a small amount of physical resist, those poor suckers. ;) 1378 update_all_los (env->map, env->x, env->y);
842 * the fact that maxlevel is factored in could be considered sort of bogus -
843 * we should probably give them some bonus and cap it off - otherwise,
844 * basically, if a server updates its max level, these playes may find
845 * that their protection from physical goes down
846 */
847 if(!QUERY_FLAG(op,FLAG_USE_ARMOUR) && op->type==PLAYER) {
848 ac=MAX(-10,op->arch->clone.stats.ac - op->level/3);
849 prot[ATNR_PHYSICAL] += ((100-prot[AT_PHYSICAL])*(80*op->level/settings.max_level))/100;
850 } 1379 }
851 else
852 ac=op->arch->clone.stats.ac;
853
854 op->stats.luck=op->arch->clone.stats.luck;
855 op->speed = op->arch->clone.speed;
856
857 /* OK - we've reset most all the objects attributes to sane values.
858 * now go through and make adjustments for what the player has equipped.
859 */
860
861 for(tmp=op->inv;tmp!=NULL;tmp=tmp->below) {
862 /* See note in map.c:update_position about making this additive
863 * since light sources are never applied, need to put check here.
864 */
865 if (tmp->glow_radius > op->glow_radius) op->glow_radius=tmp->glow_radius;
866
867 /* This happens because apply_potion calls change_abil with the potion
868 * applied so we can tell the player what chagned. But change_abil
869 * then calls this function.
870 */
871 if (QUERY_FLAG(tmp, FLAG_APPLIED) && tmp->type == POTION) {
872 continue;
873 }
874
875 /* For some things, we don't care what is equipped */
876 if (tmp->type == SKILL) {
877 /* Want to take the highest skill here. */
878 if (IS_MANA_SKILL(tmp->subtype)) {
879 if (!mana_obj) mana_obj=tmp;
880 else if (tmp->level > mana_obj->level) mana_obj = tmp;
881 }
882 if (IS_GRACE_SKILL(tmp->subtype)) {
883 if (!grace_obj) grace_obj=tmp;
884 else if (tmp->level > grace_obj->level) grace_obj = tmp;
885 }
886 }
887
888 /* Container objects are not meant to adjust a players, but other applied
889 * objects need to make adjustments.
890 * This block should handle all player specific changes
891 * The check for Praying is a bit of a hack - god given bonuses are put
892 * in the praying skill, and the player should always get those.
893 * It also means we need to put in additional checks for applied below,
894 * because the skill shouldn't count against body positions being used
895 * up, etc.
896 */
897 if ((QUERY_FLAG(tmp,FLAG_APPLIED) && tmp->type!=CONTAINER && tmp->type!=CLOSE_CON) ||
898 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) {
899 if(op->type==PLAYER) {
900 if (tmp->type == BOW)
901 op->contr->ranges[range_bow] = tmp;
902
903 if (tmp->type == WAND || tmp->type == ROD || tmp->type==HORN)
904 op->contr->ranges[range_misc] = tmp;
905
906 for(i=0;i<NUM_STATS;i++)
907 change_attr_value(&(op->stats),i,get_attr_value(&(tmp->stats),i));
908
909 /* these are the items that currently can change digestion, regeneration,
910 * spell point recovery and mana point recovery. Seems sort of an arbitary
911 * list, but other items store other info into stats array.
912 */
913 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
914 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
915 (tmp->type == SHIELD) || (tmp->type == RING) ||
916 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
917 (tmp->type == AMULET ) || (tmp->type == GIRDLE) ||
918 (tmp->type == BRACERS ) || (tmp->type == CLOAK) ||
919 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
920 (tmp->type == SKILL)) {
921 op->contr->digestion += tmp->stats.food;
922 op->contr->gen_hp += tmp->stats.hp;
923 op->contr->gen_sp += tmp->stats.sp;
924 op->contr->gen_grace += tmp->stats.grace;
925 op->contr->gen_sp_armour+= tmp->gen_sp_armour;
926 op->contr->item_power += tmp->item_power;
927 }
928 } /* if this is a player */
929
930 /* Update slots used for items */
931 if (QUERY_FLAG(tmp,FLAG_APPLIED)) {
932 for (i=0; i<NUM_BODY_LOCATIONS; i++)
933 op->body_used[i] += tmp->body_info[i];
934 }
935
936 if(tmp->type==SYMPTOM) {
937 speed_reduce_from_disease = tmp->last_sp / 100.0;
938 if(speed_reduce_from_disease ==0) speed_reduce_from_disease = 1;
939 }
940
941 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
942 * (Negative protections are calculated extactly like positive.)
943 * Resistance from potions are treated special as well. If there's
944 * more than one potion-effect, the bigger prot.-value is taken.
945 */
946 if (tmp->type != POTION) {
947 for (i=0; i<NROFATTACKS; i++) {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialized to zero.
950 */
951 if (tmp->type==POTION_EFFECT) {
952 if (potion_resist[i])
953 potion_resist[i] = MAX(potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
957 else if (tmp->resist[i] > 0)
958 prot[i] += ((100-prot[i])*tmp->resist[i])/100;
959 else if (tmp->resist[i] < 0)
960 vuln[i] += ((100-vuln[i])*(-tmp->resist[i]))/100;
961 }
962 }
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type!=BOW && tmp->type != SYMPTOM)
966 op->attacktype|=tmp->attacktype;
967
968 op->path_attuned|=tmp->path_attuned;
969 op->path_repelled|=tmp->path_repelled;
970 op->path_denied|=tmp->path_denied;
971 op->stats.luck+=tmp->stats.luck;
972 op->move_type |= tmp->move_type;
973
974 if(QUERY_FLAG(tmp,FLAG_LIFESAVE)) SET_FLAG(op,FLAG_LIFESAVE);
975 if(QUERY_FLAG(tmp,FLAG_REFL_SPELL)) SET_FLAG(op,FLAG_REFL_SPELL);
976 if(QUERY_FLAG(tmp,FLAG_REFL_MISSILE)) SET_FLAG(op,FLAG_REFL_MISSILE);
977 if(QUERY_FLAG(tmp,FLAG_STEALTH)) SET_FLAG(op,FLAG_STEALTH);
978 if(QUERY_FLAG(tmp,FLAG_XRAYS)) SET_FLAG(op,FLAG_XRAYS);
979 if(QUERY_FLAG(tmp,FLAG_BLIND)) SET_FLAG(op,FLAG_BLIND);
980 if(QUERY_FLAG(tmp,FLAG_SEE_IN_DARK)) SET_FLAG(op,FLAG_SEE_IN_DARK);
981
982 if(QUERY_FLAG(tmp,FLAG_UNDEAD)&&!QUERY_FLAG(&op->arch->clone,FLAG_UNDEAD))
983 SET_FLAG(op,FLAG_UNDEAD);
984
985 if(QUERY_FLAG(tmp,FLAG_MAKE_INVIS)) {
986 SET_FLAG(op,FLAG_MAKE_INVIS);
987 op->invisible=1;
988 }
989
990 if(tmp->stats.exp && tmp->type!=SKILL) {
991 if(tmp->stats.exp > 0) {
992 added_speed+=(float)tmp->stats.exp/3.0;
993 bonus_speed+=1.0+(float)tmp->stats.exp/3.0;
994 } else
995 added_speed+=(float)tmp->stats.exp;
996 }
997
998 switch(tmp->type) {
999 /* skills modifying the character -b.t. */
1000 /* for all skills and skill granting objects */
1001 case SKILL:
1002 if (!QUERY_FLAG(tmp,FLAG_APPLIED)) break;
1003
1004 if (IS_COMBAT_SKILL(tmp->subtype)) wc_obj=tmp;
1005
1006 if (op->chosen_skill) {
1007 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1008 }
1009 op->chosen_skill = tmp;
1010 if(tmp->stats.dam>0) { /* skill is a 'weapon' */
1011 if(!QUERY_FLAG(op,FLAG_READY_WEAPON))
1012 weapon_speed = (int) WEAPON_SPEED(tmp);
1013 if(weapon_speed<0) weapon_speed = 0;
1014 weapon_weight=tmp->weight;
1015 op->stats.dam+=tmp->stats.dam*(1 + (op->chosen_skill->level/9));
1016 if(tmp->magic) op->stats.dam += tmp->magic;
1017 }
1018 if(tmp->stats.wc)
1019 wc-=(tmp->stats.wc+tmp->magic);
1020
1021 if (tmp->slaying!=NULL)
1022 op->slaying = tmp->slaying;
1023
1024 if(tmp->stats.ac)
1025 ac-=(tmp->stats.ac+tmp->magic);
1026 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1027 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1028 if (op->type == PLAYER)
1029 op->contr->ranges[range_skill] = op;
1030 break;
1031
1032 case SKILL_TOOL:
1033 if (op->chosen_skill) {
1034 LOG(llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1035 }
1036 op->chosen_skill = tmp;
1037 if (op->type == PLAYER)
1038 op->contr->ranges[range_skill] = op;
1039 break;
1040
1041 case SHIELD:
1042 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1043 op->contr->encumbrance+=(int)tmp->weight/2000;
1044 case RING:
1045 case AMULET:
1046 case GIRDLE:
1047 case HELMET:
1048 case BOOTS:
1049 case GLOVES:
1050 case CLOAK:
1051 if(tmp->stats.wc)
1052 wc-=(tmp->stats.wc+tmp->magic);
1053 if(tmp->stats.dam)
1054 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1055 if(tmp->stats.ac)
1056 ac-=(tmp->stats.ac+tmp->magic);
1057 break;
1058
1059 case WEAPON:
1060 wc-=(tmp->stats.wc+tmp->magic);
1061 if(tmp->stats.ac&&tmp->stats.ac+tmp->magic>0)
1062 ac-=tmp->stats.ac+tmp->magic;
1063 op->stats.dam+=(tmp->stats.dam+tmp->magic);
1064 weapon_weight=tmp->weight;
1065 weapon_speed=((int)WEAPON_SPEED(tmp)*2-tmp->magic)/2;
1066 if(weapon_speed<0) weapon_speed=0;
1067 op->slaying = tmp->slaying;
1068 /* If there is desire that two handed weapons should do
1069 * extra strength damage, this is where the code should
1070 * go.
1071 */
1072 op->current_weapon = tmp;
1073 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1074 op->contr->encumbrance+=(int)3*tmp->weight/1000;
1075 break;
1076
1077 case ARMOUR: /* Only the best of these three are used: */
1078 if(settings.spell_encumbrance == TRUE && op->type==PLAYER)
1079 op->contr->encumbrance+=(int)tmp->weight/1000;
1080
1081 case BRACERS:
1082 case FORCE:
1083 if(tmp->stats.wc) {
1084 if(best_wc<tmp->stats.wc+tmp->magic) {
1085 wc+=best_wc;
1086 best_wc=tmp->stats.wc+tmp->magic;
1087 } else
1088 wc+=tmp->stats.wc+tmp->magic;
1089 }
1090 if(tmp->stats.ac) {
1091 if(best_ac<tmp->stats.ac+tmp->magic) {
1092 ac+=best_ac; /* Remove last bonus */
1093 best_ac=tmp->stats.ac+tmp->magic;
1094 }
1095 else /* To nullify the below effect */
1096 ac+=tmp->stats.ac+tmp->magic;
1097 }
1098 if(tmp->stats.wc) wc-=(tmp->stats.wc+tmp->magic);
1099 if(tmp->stats.ac) ac-=(tmp->stats.ac+tmp->magic);
1100 if(ARMOUR_SPEED(tmp)&&ARMOUR_SPEED(tmp)/10.0<max)
1101 max=ARMOUR_SPEED(tmp)/10.0;
1102 break;
1103 } /* switch tmp->type */
1104 } /* item is equipped */
1105 } /* for loop of items */
1106
1107 /* We've gone through all the objects the player has equipped. For many things, we
1108 * have generated intermediate values which we now need to assign.
1109 */
1110
1111 /* 'total resistance = total protections - total vulnerabilities'.
1112 * If there is an uncursed potion in effect, granting more protection
1113 * than that, we take: 'total resistance = resistance from potion'.
1114 * If there is a cursed (and no uncursed) potion in effect, we take
1115 * 'total resistance = vulnerability from cursed potion'.
1116 */
1117 for (i=0; i<NROFATTACKS; i++) {
1118 op->resist[i] = prot[i] - vuln[i];
1119 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) ||
1120 (potion_resist[i] < 0)))
1121 op->resist[i] = potion_resist[i];
1122 }
1123
1124 /* Figure out the players sp/mana/hp totals. */
1125 if(op->type==PLAYER) {
1126 int pl_level;
1127
1128 check_stat_bounds(&(op->stats));
1129 pl_level=op->level;
1130
1131 if(pl_level<1) pl_level=1; /* safety, we should always get 1 levels worth of hp! */
1132
1133 /* You basically get half a con bonus/level. But we do take into account rounding,
1134 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1135 */
1136 for(i=1,op->stats.maxhp=0;i<=pl_level&&i<=10;i++) {
1137 j=op->contr->levhp[i]+con_bonus[op->stats.Con]/2;
1138 if(i%2 && con_bonus[op->stats.Con]%2) {
1139 if (con_bonus[op->stats.Con]>0)
1140 j++;
1141 else
1142 j--;
1143 }
1144 op->stats.maxhp+=j>1?j:1; /* always get at least 1 hp/level */
1145 }
1146
1147 for(i=11;i<=op->level;i++)
1148 op->stats.maxhp+=2;
1149
1150 if(op->stats.hp>op->stats.maxhp)
1151 op->stats.hp=op->stats.maxhp;
1152
1153 /* Sp gain is controlled by the level of the player's
1154 * relevant experience object (mana_obj, see above)
1155 */
1156 /* following happen when skills system is not used */
1157 if(!mana_obj) mana_obj = op;
1158 if(!grace_obj) grace_obj = op;
1159 /* set maxsp */
1160 if(!mana_obj || !mana_obj->level || op->type!=PLAYER) mana_obj = op;
1161
1162 if (mana_obj == op && op->type == PLAYER) {
1163 op->stats.maxsp = 1;
1164 } else {
1165 sp_tmp=0.0;
1166 for(i=1;i<=mana_obj->level&&i<=10;i++) {
1167 float stmp;
1168
1169 /* Got some extra bonus at first level */
1170 if(i<2) {
1171 stmp = op->contr->levsp[i] +((2.0 * (float)sp_bonus[op->stats.Pow] +
1172 (float)sp_bonus[op->stats.Int])/6.0);
1173 } else {
1174 stmp=(float)op->contr->levsp[i]
1175 +(2.0 * (float)sp_bonus[op->stats.Pow] +
1176 (float)sp_bonus[op->stats.Int])/12.0;
1177 }
1178 if (stmp<1.0) stmp=1.0;
1179 sp_tmp+=stmp;
1180 }
1181 op->stats.maxsp=(int)sp_tmp;
1182
1183 for(i=11;i<=mana_obj->level;i++)
1184 op->stats.maxsp+=2;
1185 }
1186 /* Characters can get their sp supercharged via rune of transferrance */
1187 if(op->stats.sp>op->stats.maxsp*2)
1188 op->stats.sp=op->stats.maxsp*2;
1189
1190 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1191 if(!grace_obj || !grace_obj->level || op->type!=PLAYER) grace_obj = op;
1192
1193 if (grace_obj == op && op->type == PLAYER) {
1194 op->stats.maxgrace = 1;
1195 } else {
1196 /* store grace in a float - this way, the divisions below don't create
1197 * big jumps when you go from level to level - with int's, it then
1198 * becomes big jumps when the sums of the bonuses jump to the next
1199 * step of 8 - with floats, even fractional ones are useful.
1200 */
1201 sp_tmp=0.0;
1202 for(i=1,op->stats.maxgrace=0;i<=grace_obj->level&&i<=10;i++) {
1203 float grace_tmp=0.0;
1204
1205 /* Got some extra bonus at first level */
1206 if(i<2) {
1207 grace_tmp = op->contr->levgrace[i]+(((float)grace_bonus[op->stats.Pow] +
1208 2.0 * (float)grace_bonus[op->stats.Wis])/6.0);
1209 } else {
1210 grace_tmp=(float)op->contr->levgrace[i]
1211 +((float)grace_bonus[op->stats.Pow] +
1212 2.0 * (float)grace_bonus[op->stats.Wis])/12.0;
1213 }
1214 if (grace_tmp<1.0) grace_tmp=1.0;
1215 sp_tmp+=grace_tmp;
1216 }
1217 op->stats.maxgrace=(int)sp_tmp;
1218
1219 /* two grace points per level after 11 */
1220 for(i=11;i<=grace_obj->level;i++)
1221 op->stats.maxgrace+=2;
1222 }
1223 /* No limit on grace vs maxgrace */
1224
1225 if(op->contr->braced) {
1226 ac+=2;
1227 wc+=4;
1228 }
1229 else
1230 ac-=dex_bonus[op->stats.Dex];
1231
1232 /* In new exp/skills system, wc bonuses are related to
1233 * the players level in a relevant exp object (wc_obj)
1234 * not the general player level -b.t.
1235 * I changed this slightly so that wc bonuses are better
1236 * than before. This is to balance out the fact that
1237 * the player no longer gets a personal weapon w/ 1
1238 * improvement every level, now its fighterlevel/5. So
1239 * we give the player a bonus here in wc and dam
1240 * to make up for the change. Note that I left the
1241 * monster bonus the same as before. -b.t.
1242 */
1243
1244 if(op->type==PLAYER && wc_obj && wc_obj->level>1) {
1245 wc-=(wc_obj->level+thaco_bonus[op->stats.Str]);
1246 for(i=1;i<wc_obj->level;i++) {
1247 /* addtional wc every 6 levels */
1248 if(!(i%6)) wc--;
1249 /* addtional dam every 4 levels. */
1250 if(!(i%4) && (dam_bonus[op->stats.Str]>=0))
1251 op->stats.dam+=(1+(dam_bonus[op->stats.Str]/5));
1252 }
1253 } else
1254 wc-=(op->level+thaco_bonus[op->stats.Str]);
1255
1256 op->stats.dam+=dam_bonus[op->stats.Str];
1257
1258 if(op->stats.dam<1)
1259 op->stats.dam=1;
1260
1261 op->speed=1.0+speed_bonus[op->stats.Dex];
1262 if (settings.search_items && op->contr->search_str[0])
1263 op->speed -= 1;
1264 if (op->attacktype==0)
1265 op->attacktype=op->arch->clone.attacktype;
1266
1267 } /* End if player */
1268
1269 if(added_speed>=0)
1270 op->speed+=added_speed/10.0;
1271 else /* Something wrong here...: */
1272 op->speed /= (float)(1.0-added_speed);
1273
1274 /* Max is determined by armour */
1275 if(op->speed>max)
1276 op->speed=max;
1277
1278 if(op->type == PLAYER) {
1279 /* f is a number the represents the number of kg above (positive num)
1280 * or below (negative number) that the player is carrying. If above
1281 * weight limit, then player suffers a speed reduction based on how
1282 * much above he is, and what is max carry is
1283 */
1284 f=(op->carrying/1000)-max_carry[op->stats.Str];
1285 if(f>0) op->speed=op->speed/(1.0+f/max_carry[op->stats.Str]);
1286 }
1287
1288 op->speed+=bonus_speed/10.0; /* Not affected by limits */
1289
1290 /* Put a lower limit on speed. Note with this speed, you move once every
1291 * 100 ticks or so. This amounts to once every 12 seconds of realtime.
1292 */
1293 op->speed = op->speed * speed_reduce_from_disease;
1294
1295 if (op->speed<0.01 && op->type==PLAYER) op->speed=0.01;
1296
1297 if(op->type == PLAYER) {
1298 float M,W,s,D,K,S,M2;
1299
1300 /* (This formula was made by vidarl@ifi.uio.no)
1301 * Note that we never used these values again - basically
1302 * all of these could be subbed into one big equation, but
1303 * that would just be a real pain to read.
1304 */
1305 M=(max_carry[op->stats.Str]-121)/121.0;
1306 M2=max_carry[op->stats.Str]/100.0;
1307 W=weapon_weight/20000.0;
1308 s=2-weapon_speed/10.0;
1309 D=(op->stats.Dex-14)/14.0;
1310 K=1 + M/3.0 - W/(3*M2) + op->speed/5.0 + D/2.0;
1311 K*=(4+op->level)/(float)(6+op->level)*1.2;
1312 if(K<=0) K=0.01;
1313 S=op->speed/(K*s);
1314 op->contr->weapon_sp=S;
1315 }
1316 /* I want to limit the power of small monsters with big weapons: */
1317 if(op->type!=PLAYER&&op->arch!=NULL&&
1318 op->stats.dam>op->arch->clone.stats.dam*3)
1319 op->stats.dam=op->arch->clone.stats.dam*3;
1320
1321 /* Prevent overflows of wc - best you can get is ABS(120) - this
1322 * should be more than enough - remember, AC is also in 8 bits,
1323 * so its value is the same.
1324 */
1325 if (wc>120) wc=120;
1326 else if (wc<-120) wc=-120;
1327 op->stats.wc=wc;
1328
1329 if (ac>120) ac=120;
1330 else if (ac<-120) ac=-120;
1331 op->stats.ac=ac;
1332
1333 /* if for some reason the creature doesn't have any move type,
1334 * give them walking as a default.
1335 * The second case is a special case - to more closely mimic the
1336 * old behaviour - if your flying, your not walking - just
1337 * one or the other.
1338 */
1339 if (op->move_type == 0) op->move_type = MOVE_WALK;
1340 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) op->move_type &= ~MOVE_WALK;
1341
1342 update_ob_speed(op);
1343
1344 /* It is quite possible that a player's spell costing might have changed,
1345 * so we will check that now.
1346 */
1347 if (op->type == PLAYER) esrv_update_spells(op->contr);
1348}
1349
1350/*
1351 * Returns true if the given player is a legal class.
1352 * The function to add and remove class-bonuses to the stats doesn't
1353 * check if the stat becomes negative, thus this function
1354 * merely checks that all stats are 1 or more, and returns
1355 * false otherwise.
1356 */
1357
1358int allowed_class(const object *op) {
1359 return op->stats.Dex>0&&op->stats.Str>0&&op->stats.Con>0&&
1360 op->stats.Int>0&&op->stats.Wis>0&&op->stats.Pow>0&&
1361 op->stats.Cha>0;
1362} 1380}
1363 1381
1364/* 1382/*
1365 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1366 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1367 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1368 * 1386 */
1369 * Note that the title is written to 'own_title' in the 1387void
1370 * player struct. This should be changed to 'ext_title'
1371 * as soon as clients support this!
1372 * Please, anyone, write support for 'ext_title'.
1373 */
1374void set_dragon_name(object *pl, const object *abil, const object *skin) { 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1389{
1375 int atnr=-1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1376 int level=0; /* highest level */ 1391 int level = 0; /* highest level */
1377 int i; 1392 int i;
1378 1393
1379 /* Perhaps do something more clever? */ 1394 /* Perhaps do something more clever? */
1380 if (!abil || !skin) return; 1395 if (!abil || !skin)
1381 1396 return;
1397
1382 /* first, look for the highest level */ 1398 /* first, look for the highest level */
1383 for(i=0; i<NROFATTACKS; i++) { 1399 for (i = 0; i < NROFATTACKS; i++)
1384 if (atnr_is_dragon_enabled(i) && 1400 {
1385 (atnr==-1 || abil->resist[i] > abil->resist[atnr])) { 1401 if (atnr_is_dragon_enabled (i) && (atnr == -1 || abil->resist[i] > abil->resist[atnr]))
1402 {
1386 level = abil->resist[i]; 1403 level = abil->resist[i];
1387 atnr = i; 1404 atnr = i;
1388 } 1405 }
1389 } 1406 }
1390 1407
1391 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1392 or else at random */ 1409 or else at random */
1393 if (atnr_is_dragon_enabled(abil->stats.exp) && 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1394 abil->resist[abil->stats.exp] >= level)
1395 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1396 1412
1397 level = (int)(level/5.);
1398
1399 /* now set the new title */ 1413 /* now set the new title */
1400 if (pl->contr != NULL) {
1401 if(level == 0)
1402 sprintf(pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1403 else if (level == 1)
1404 sprintf(pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1405 else if (level == 2)
1406 sprintf(pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1407 else if (level == 3)
1408 sprintf(pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1409 else { 1418 else
1419 {
1410 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1411 if (skin->resist[atnr] > 80)
1412 sprintf(pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1413 else if (skin->resist[atnr] > 50)
1414 sprintf(pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1415 else
1416 sprintf(pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1417 }
1418 } 1424 }
1419 1425
1420 strcpy(pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1421} 1427}
1422 1428
1423/* 1429/*
1424 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1425 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1426 * or change the ability-focus. 1432 * or change the ability-focus.
1427 */ 1433 */
1434static void
1428void dragon_level_gain(object *who) { 1435dragon_level_gain (object *who)
1436{
1429 object *abil = NULL; /* pointer to dragon ability force*/ 1437 object *abil = NULL; /* pointer to dragon ability force */
1430 object *skin = NULL; /* pointer to dragon skin force*/ 1438 object *skin = NULL; /* pointer to dragon skin force */
1431 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1432 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1433 1441
1434 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1435 for (tmp=who->inv; tmp!=NULL; tmp=tmp->below) { 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1436 if (tmp->type == FORCE) { 1444 if (tmp->type == FORCE)
1437 if (strcmp(tmp->arch->name, "dragon_ability_force")==0) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1438 abil = tmp; 1446 abil = tmp;
1439 if (strcmp(tmp->arch->name, "dragon_skin_force")==0) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1440 skin = tmp; 1448 skin = tmp;
1441 } 1449
1442 }
1443 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1444 if (abil == NULL) return; 1451 if (abil == NULL)
1445 1452 return;
1453
1446 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1447 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1448 */ 1456 */
1449 if (who->level > abil->level) { 1457 if (who->level > abil->level)
1458 {
1450 /* increase our focused ability */ 1459 /* increase our focused ability */
1451 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1452
1453 1461
1462
1454 if (abil->resist[abil->stats.exp]>0 && abil->resist[abil->stats.exp]%5 == 0) { 1463 if (abil->resist[abil->stats.exp] > 0 && abil->resist[abil->stats.exp] % 5 == 0)
1464 {
1455 /* time to hand out a new ability-gift */ 1465 /* time to hand out a new ability-gift */
1456 dragon_ability_gain(who, (int)abil->stats.exp, 1466 dragon_ability_gain (who, (int) abil->stats.exp, (int) ((1 + abil->resist[abil->stats.exp]) / 5.));
1457 (int)((1+abil->resist[abil->stats.exp])/5.));
1458 } 1467 }
1459 1468
1460 if (abil->last_eat > 0 && atnr_is_dragon_enabled(abil->last_eat)) { 1469 if (abil->last_eat > 0 && atnr_is_dragon_enabled (abil->last_eat))
1470 {
1461 /* apply new ability focus */ 1471 /* apply new ability focus */
1462 sprintf(buf, "Your metabolism now focuses on %s!", 1472 sprintf (buf, "Your metabolism now focuses on %s!", change_resist_msg[abil->last_eat]);
1463 change_resist_msg[abil->last_eat]);
1464 new_draw_info(NDI_UNIQUE|NDI_BLUE, 0, who, buf); 1473 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, who, buf);
1465 1474
1466 abil->stats.exp = abil->last_eat; 1475 abil->stats.exp = abil->last_eat;
1467 abil->last_eat = 0; 1476 abil->last_eat = 0;
1468 } 1477 }
1469 1478
1470 abil->level = who->level; 1479 abil->level = who->level;
1471 } 1480 }
1472 1481
1473 /* last but not least, set the new title for the dragon */ 1482 /* last but not least, set the new title for the dragon */
1474 set_dragon_name(who, abil, skin); 1483 set_dragon_name (who, abil, skin);
1475} 1484}
1476 1485
1477/* Handy function - given the skill name skill_name, we find the skill 1486/* Handy function - given the skill name skill_name, we find the skill
1478 * archetype/object, set appropriate values, and insert it into 1487 * archetype/object, set appropriate values, and insert it into
1479 * the object (op) that is passed. 1488 * the object (op) that is passed.
1480 * We return the skill - this makes it easier for calling functions that 1489 * We return the skill - this makes it easier for calling functions that
1481 * want to do something with it immediately. 1490 * want to do something with it immediately.
1482 */ 1491 */
1492object *
1483object *give_skill_by_name(object *op, const char *skill_name) 1493give_skill_by_name (object *op, const char *skill_name)
1484{ 1494{
1485 object *skill_obj; 1495 object *skill_obj;
1486 1496
1487 skill_obj = get_archetype_by_skill_name(skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1488 if (!skill_obj) { 1498 if (!skill_obj)
1499 {
1489 LOG(llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1490 return NULL; 1501 return NULL;
1491 } 1502 }
1503
1492 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1493 * still doesn't know it. 1505 * still doesn't know it.
1494 */ 1506 */
1495 CLEAR_FLAG(skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1496 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1497 skill_obj->level = 1; 1509 skill_obj->level = 1;
1498 insert_ob_in_ob(skill_obj, op); 1510 op->insert (skill_obj);
1499 if (op->contr) { 1511
1500 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1512 if (player *pl = op->contr)
1501 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1513 pl->link_skills ();
1502 } 1514
1503 return skill_obj; 1515 return skill_obj;
1504} 1516}
1505
1506 1517
1507/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1508 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1509 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1510 * don't really gain levels 1521 * don't really gain levels
1511 * who is the player, op is what we are checking to gain the level 1522 * who is the player, op is what we are checking to gain the level
1512 * (eg, skill) 1523 * (eg, skill)
1513 */ 1524 */
1525void
1514void player_lvl_adj(object *who, object *op) { 1526player_lvl_adj (object *who, object *op)
1527{
1515 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1516 1529 bool changed = false;
1530
1517 if(!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1518 op = who; 1532 op = who;
1519 1533
1520 if(op->level < settings.max_level && op->stats.exp >= level_exp(op->level+1,who->expmul)) { 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1535 {
1536 changed = true;
1537
1521 op->level++; 1538 op->level++;
1522 1539
1523 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl(who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1524 dragon_level_gain(who); 1541 dragon_level_gain (who);
1525 1542
1526 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1527 if(op==who && (who->level < 11) && who->type==PLAYER) { 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1545 {
1528 who->contr->levhp[who->level] = die_roll(2, 4, who, PREFER_HIGH)+1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1529 who->contr->levsp[who->level] = die_roll(2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1530 who->contr->levgrace[who->level]=die_roll(2, 2, who, PREFER_HIGH)-1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1549 }
1550
1551 if (op->level > 1)
1531 } 1552 {
1532
1533 fix_player(who);
1534 if(op->level>1) {
1535 if (op->type!=PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1536 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1537 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1538 sprintf(buf,"You are now level %d.",op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1539 if(who) new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf);
1540 } 1562 }
1541 player_lvl_adj(who,op); /* To increase more levels */ 1563
1542 } else if (op->level>1 && op->stats.exp<level_exp(op->level,who->expmul)) { 1564 if (who)
1543 op->level--;
1544 fix_player(who);
1545 if(op->type!=PLAYER) {
1546 sprintf(buf,"You are now level %d in the %s skill.",op->level,&op->name);
1547 new_draw_info(NDI_UNIQUE|NDI_RED, 0, who,buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1566 }
1567 }
1568
1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1570 {
1571 changed = true;
1572
1573 op->level--;
1574
1575 if (op->type != PLAYER)
1548 } 1576 {
1549 player_lvl_adj(who,op); /* To decrease more levels */ 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1579 }
1550 } 1580 }
1551 /* check if the spell data has changed */ 1581
1552 esrv_update_spells(who->contr); 1582 if (changed)
1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1553} 1584}
1554 1585
1555/* 1586/*
1556 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1557 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1558 */ 1589 */
1559 1590
1591sint64
1560sint64 level_exp(int level,double expmul) { 1592level_exp (int level, double expmul)
1561 if (level > settings.max_level) 1593{
1562 return (sint64) (expmul * levels[settings.max_level]); 1594 return expmul * level_to_min_exp (level);
1563 return (sint64) (expmul * levels[level]);
1564} 1595}
1565 1596
1566/* 1597/*
1567 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1568 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1569 * proper range. Note that the checking of what is passed through 1600 * proper range. Note that the checking of what is passed through
1570 * has been reduced. Since there is now a proper field for perm_exp, 1601 * has been reduced. Since there is now a proper field for perm_exp,
1571 * this can now work on a much larger set of objects. 1602 * this can now work on a much larger set of objects.
1572 */ 1603 */
1604void
1573void calc_perm_exp(object *op) 1605calc_perm_exp (object *op)
1574{ 1606{
1575 int p_exp_min; 1607 int p_exp_min;
1576 1608
1577 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1578 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1579 * to get the fraction */ 1611 * to get the fraction */
1580 p_exp_min = (int)(settings.permanent_exp_ratio * (float)(op->stats.exp)/100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1581 1613
1582 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1583 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1584 1616
1585 /* Cap permanent experience. */ 1617 /* Cap permanent experience. */
1586 if (op->perm_exp < 0) 1618 if (op->perm_exp < 0)
1587 op->perm_exp = 0; 1619 op->perm_exp = 0;
1588 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1620 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1589 op->perm_exp = MAX_EXPERIENCE; 1621 op->perm_exp = MAX_EXPERIENCE;
1590} 1622}
1591
1592 1623
1593/* Add experience to a player - exp should only be positive. 1624/* Add experience to a player - exp should only be positive.
1594 * Updates permanent exp for the skill we are adding to. 1625 * Updates permanent exp for the skill we are adding to.
1595 * skill_name is the skill to add exp to. Skill name can be 1626 * skill_name is the skill to add exp to. Skill name can be
1596 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1597 * total, but not any particular skill. 1628 * total, but not any particular skill.
1598 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1599 */ 1630 */
1600 1631static void
1601static void add_player_exp (object * op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1602{ 1633{
1603 object *skill_obj = NULL; 1634 object *skill_obj;
1604 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1605 int i;
1606 1636
1607 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1608 if (op->contr->braced) 1638 if (op->contr->braced)
1609 exp = exp / 5; 1639 exp /= 5;
1610 1640
1611 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1612 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1613 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1614 * the players inventory. 1644 * the players inventory.
1615 */ 1645 */
1646 skill_obj = 0;
1647
1616 if (skill_name) 1648 if (skill_name)
1617 { 1649 {
1618 if (op->chosen_skill && op->chosen_skill->type == SKILL && 1650 skill_obj = op->contr->find_skill (skill_name);
1619 !strcmp (skill_name, op->chosen_skill->skill))
1620 skill_obj = op->chosen_skill;
1621 else
1622 {
1623 for (i = 0; i < NUM_SKILLS; i++)
1624 if (op->contr->last_skill_ob[i] &&
1625 !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1626 {
1627 skill_obj = op->contr->last_skill_ob[i];
1628 break;
1629 }
1630 1651
1631 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1632 * it to the player if necessary 1653 * it to the player if necessary
1633 */ 1654 */
1634 if (!skill_obj) 1655 if (!skill_obj)
1635 { 1656 {
1636 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1637 return; 1658 return;
1659
1638 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1639 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1640 }
1641 } 1662 }
1642 } 1663 }
1643 1664
1644 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1645 { 1666 {
1646 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1647 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1648 */ 1669 */
1649 exp_to_add = exp; 1670 exp_to_add = exp;
1650 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1651 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1652 exp_to_add = limit; 1673 exp_to_add = limit;
1653 1674
1654 ADD_EXP (op->stats.exp, 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1655 (sint64) ((float) exp_to_add *
1656 (skill_obj ? skill_obj->expmul : 1)));
1657 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1658 { 1677 {
1659 ADD_EXP (op->perm_exp, 1678 ADD_EXP (op->perm_exp, (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO * (skill_obj ? skill_obj->expmul : 1)));
1660 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO *
1661 (skill_obj ? skill_obj->expmul : 1)));
1662 calc_perm_exp (op); 1679 calc_perm_exp (op);
1663 } 1680 }
1664 1681
1665 player_lvl_adj (op, NULL); 1682 player_lvl_adj (op, NULL);
1666 } 1683 }
1667 1684
1668 if (skill_obj) 1685 if (skill_obj)
1669 { 1686 {
1670 exp_to_add = exp; 1687 exp_to_add = exp;
1671 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1672 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1673 exp_to_add = limit; 1690 exp_to_add = limit;
1674 1691
1675 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1676 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1677 { 1694 {
1678 skill_obj->perm_exp +=
1679 (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO); 1695 skill_obj->perm_exp += (sint64) ((float) exp_to_add * PERM_EXP_GAIN_RATIO);
1680 calc_perm_exp (skill_obj); 1696 calc_perm_exp (skill_obj);
1681 } 1697 }
1682 1698
1683 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1684 } 1700 }
1685} 1701}
1686 1702
1687/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1688 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1689 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1690 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1691 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1692 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1693 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1694 */ 1710 */
1711static sint64
1695sint64 check_exp_loss(const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1696{ 1713{
1697 sint64 del_exp; 1714 sint64 del_exp;
1698 1715
1699 if (exp > op->stats.exp) exp = op->stats.exp; 1716 if (exp > op->stats.exp)
1717 exp = op->stats.exp;
1718
1700 if (settings.permanent_exp_ratio) { 1719 if (settings.permanent_exp_ratio)
1720 {
1701 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1702 if (del_exp < 0) del_exp = 0; 1722
1723 if (del_exp < 0)
1724 del_exp = 0;
1725
1703 if (exp > del_exp) exp=del_exp; 1726 if (exp > del_exp)
1727 exp = del_exp;
1704 } 1728 }
1729
1705 return exp; 1730 return exp;
1706} 1731}
1707 1732
1733sint64
1708sint64 check_exp_adjust(const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1709{ 1735{
1736 if (exp < 0)
1710 if (exp<0) return check_exp_loss(op, exp); 1737 return check_exp_loss (op, exp);
1738 else
1711 else return MIN(exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1712} 1740}
1713
1714 1741
1715/* Subtracts experience from player. 1742/* Subtracts experience from player.
1716 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1717 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1718 * this subtracts a portion from all 1745 * this subtracts a portion from all
1722 * as much as listed. Eg, if player has gotten reduced to the point 1749 * as much as listed. Eg, if player has gotten reduced to the point
1723 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1724 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1725 * a postive number. 1752 * a postive number.
1726 */ 1753 */
1754static void
1727static void subtract_player_exp(object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1728{ 1756{
1729 float fraction = (float) exp/(float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1730 object *tmp; 1758 object *tmp;
1731 sint64 del_exp; 1759 sint64 del_exp;
1732 1760
1733 for(tmp=op->inv;tmp;tmp=tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1734 if(tmp->type==SKILL && tmp->stats.exp) { 1762 if (tmp->type == SKILL && tmp->stats.exp)
1763 {
1735 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp(tmp->skill, skill)) { 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1765 {
1736 del_exp = check_exp_loss(tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1737 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1738 player_lvl_adj(op, tmp); 1768 player_lvl_adj (op, tmp);
1769 }
1739 } else if (flag != SK_SUBTRACT_SKILL_EXP) { 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1771 {
1740 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1741 * to match a specific skill. 1773 * to match a specific skill.
1742 */ 1774 */
1743 del_exp = check_exp_loss(tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1744 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1745 player_lvl_adj(op, tmp); 1777 player_lvl_adj (op, tmp);
1746 } 1778 }
1747 } 1779 }
1780
1748 if (flag != SK_SUBTRACT_SKILL_EXP) { 1781 if (flag != SK_SUBTRACT_SKILL_EXP)
1782 {
1749 del_exp = check_exp_loss(op, exp); 1783 del_exp = check_exp_loss (op, exp);
1750 op->stats.exp -= del_exp; 1784 op->stats.exp -= del_exp;
1751 player_lvl_adj(op,NULL); 1785 player_lvl_adj (op, NULL);
1752 } 1786 }
1753} 1787}
1754
1755
1756 1788
1757/* change_exp() - changes experience to a player/monster. This 1789/* change_exp() - changes experience to a player/monster. This
1758 * does bounds checking to make sure we don't overflow the max exp. 1790 * does bounds checking to make sure we don't overflow the max exp.
1759 * 1791 *
1760 * The exp passed is typically not modified much by this function - 1792 * The exp passed is typically not modified much by this function -
1761 * it is assumed the caller has modified the exp as needed. 1793 * it is assumed the caller has modified the exp as needed.
1762 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1763 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1764 * these last two values are only used for players. 1796 * these last two values are only used for players.
1765 */ 1797 */
1766 1798void
1767void change_exp(object *op, sint64 exp, const char *skill_name, int flag) { 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1768 1800{
1769#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1770#ifndef WIN32
1771 LOG(llevDebug,"change_exp() called for %s, exp = %lld\n",query_name(op),exp);
1772#else
1773 LOG(llevDebug,"change_exp() called for %s, exp = %I64d\n",query_name(op),exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1774#endif 1803#endif
1775#endif
1776 1804
1777 /* safety */ 1805 /* safety */
1778 if(!op) { 1806 if (!op)
1807 {
1779 LOG(llevError,"change_exp() called for null object!\n"); 1808 LOG (llevError, "change_exp() called for null object!\n");
1780 return; 1809 return;
1781 } 1810 }
1782 1811
1783 /* if no change in exp, just return - most of the below code 1812 /* if no change in exp, just return - most of the below code
1784 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1785 */ 1814 */
1786 if (exp == 0) return; 1815 if (exp == 0)
1816 return;
1787 1817
1788 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1789 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1790 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1791 * worth. 1821 * worth.
1792 */ 1822 */
1793 if(op->type != PLAYER) { 1823 if (op->type != PLAYER)
1824 {
1794 /* Sanity check */ 1825 /* Sanity check */
1795 if (!QUERY_FLAG(op, FLAG_ALIVE)) return; 1826 if (!op->flag [FLAG_ALIVE])
1827 return;
1796 1828
1797 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
1798 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1799 * more than max exp, just return. 1831 * more than max exp, just return.
1832 */
1833 if (exp > 0 && (op->stats.exp > (sint64) (MAX_EXPERIENCE - exp)))
1834 {
1835 exp = MAX_EXPERIENCE - op->stats.exp;
1836 if (exp < 0)
1837 return;
1838 }
1839
1840 op->stats.exp += exp;
1841 }
1842 else
1843 { /* Players only */
1844 if (exp > 0)
1845 add_player_exp (op, exp, skill_name, flag);
1846 else
1847 /* note that when you lose exp, it doesn't go against
1848 * a particular skill, so we don't need to pass that
1849 * along.
1800 */ 1850 */
1801 if (exp > 0 && ( op->stats.exp > (sint64) (MAX_EXPERIENCE - exp))) {
1802 exp = MAX_EXPERIENCE - op->stats.exp;
1803 if (exp < 0) return;
1804 }
1805
1806 op->stats.exp += exp;
1807 }
1808 else { /* Players only */
1809 if(exp>0)
1810 add_player_exp(op, exp, skill_name, flag);
1811 else
1812 /* note that when you lose exp, it doesn't go against
1813 * a particular skill, so we don't need to pass that
1814 * along.
1815 */
1816 subtract_player_exp(op, FABS(exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
1817
1818 } 1852 }
1819} 1853}
1820 1854
1821/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
1822 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
1823 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
1824 */ 1858 */
1825 1859void
1826void apply_death_exp_penalty(object *op) { 1860apply_death_exp_penalty (object *op)
1827 object *tmp; 1861{
1828 sint64 loss; 1862 sint64 loss;
1829 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
1830 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
1831 1865
1832 for(tmp=op->inv;tmp;tmp=tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1833 if(tmp->type==SKILL && tmp->stats.exp) { 1867 if (tmp->type == SKILL && tmp->stats.exp)
1834 1868 {
1835 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio/100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
1836 level_loss = tmp->stats.exp - levels[MAX(0,tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
1837 1871
1838 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
1839 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
1840 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
1841 * tables is a lot harder. 1875 * tables is a lot harder.
1842 */ 1876 */
1843 if (level_loss < 0) level_loss = 0; 1877 if (level_loss < 0)
1878 level_loss = 0;
1844 1879
1845 loss = check_exp_loss(tmp, MIN(level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
1846 1881
1847 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
1848 player_lvl_adj(op,tmp); 1883 player_lvl_adj (op, tmp);
1849 } 1884 }
1850 1885
1851 percentage_loss = op->stats.exp * settings.death_penalty_ratio/100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
1852 level_loss = op->stats.exp - levels[MAX(0,op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1853 if (level_loss < 0) level_loss = 0; 1888
1889 if (level_loss < 0)
1890 level_loss = 0;
1891
1854 loss = check_exp_loss(op, MIN(level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
1855 1893
1856 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
1857 player_lvl_adj(op,NULL); 1895 player_lvl_adj (op, NULL);
1858} 1896}
1859 1897
1860/* This function takes an object (monster/player, op), and 1898/* This function takes an object (monster/player, op), and
1861 * determines if it makes a basic save throw by looking at the 1899 * determines if it makes a basic save throw by looking at the
1862 * save_throw table. level is the effective level to make 1900 * save_throw table. level is the effective level to make
1863 * the save at, and bonus is any plus/bonus (typically based on 1901 * the save at, and bonus is any plus/bonus (typically based on
1864 * resistance to particular attacktype. 1902 * resistance to particular attacktype.
1865 * Returns 1 if op makes his save, 0 if he failed 1903 * Returns 1 if op makes his save, 0 if he failed
1866 */ 1904 */
1905int
1867int did_make_save(const object *op, int level, int bonus) 1906did_make_save (const object *op, int level, int bonus)
1868{ 1907{
1869 if (level > MAX_SAVE_LEVEL) level = MAX_SAVE_LEVEL; 1908 if (level > MAX_SAVE_LEVEL)
1909 level = MAX_SAVE_LEVEL;
1870 1910
1871 if ((random_roll(1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1911 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
1872 return 0;
1873 return 1; 1912 return 0;
1913
1914 return 1;
1874} 1915}
1875

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