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Comparing deliantra/server/common/living.C (file contents):
Revision 1.9 by root, Sun Sep 10 16:00:23 2006 UTC vs.
Revision 1.112 by root, Sun Mar 28 16:41:45 2010 UTC

1
2/* 1/*
3 * static char *rcsid_living_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: living.C,v 1.9 2006/09/10 16:00:23 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
12 7 *
13 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
14 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
15 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
16 (at your option) any later version. 11 * option) any later version.
17 12 *
18 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,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 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
24 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
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
26 21 *
27 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>
28*/ 23 */
29 24
30#include <global.h> 25#include <global.h>
31#include <funcpoint.h>
32 26
33/* 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
34 * 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
35 * 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
36 */ 30 */
164 * -b.t. 158 * -b.t.
165 */ 159 */
166 160
167#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
168 162
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels; 163extern sint64 *levels;
173#endif
174 164
175#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
176 166
177/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 193 "You're feeling clumsy!",
204 "You feel less healthy", 194 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
206 "Your face gets distorted!", 198 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 199};
210const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 201 "You feel your strength return.",
212 "You feel your agility return.", 202 "You feel your agility return.",
213 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
214 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
215 "You feel your charisma return.", 207 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 208};
219const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 210 "You feel stronger.",
221 "You feel more agile.", 211 "You feel more agile.",
222 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
223 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
224 "You seem to look better.", 216 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 217};
228const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 219 "You feel weaker!",
230 "You feel clumsy!", 220 "You feel clumsy!",
231 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
232 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
233 "You look ugly!", 225 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 226};
237 227
238const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 230};
241 231
242const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 234};
245
246/*
247 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
248 * what attr is (STR to POW).
249 */
250
251void
252set_attr_value (living * stats, int attr, sint8 value)
253{
254 switch (attr)
255 {
256 case STR:
257 stats->Str = value;
258 break;
259 case DEX:
260 stats->Dex = value;
261 break;
262 case CON:
263 stats->Con = value;
264 break;
265 case WIS:
266 stats->Wis = value;
267 break;
268 case POW:
269 stats->Pow = value;
270 break;
271 case CHA:
272 stats->Cha = value;
273 break;
274 case INT:
275 stats->Int = value;
276 break;
277 }
278}
279 235
280/* 236/*
281 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 238 * is added to the specified stat.
283 */ 239 */
284
285void 240void
286change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
287{ 242{
288 if (value == 0) 243 stats->stat (attr) += value;
289 return;
290 switch (attr)
291 {
292 case STR:
293 stats->Str += value;
294 break;
295 case DEX:
296 stats->Dex += value;
297 break;
298 case CON:
299 stats->Con += value;
300 break;
301 case WIS:
302 stats->Wis += value;
303 break;
304 case POW:
305 stats->Pow += value;
306 break;
307 case CHA:
308 stats->Cha += value;
309 break;
310 case INT:
311 stats->Int += value;
312 break;
313 default:
314 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
315 }
316}
317
318/*
319 * returns the specified stat. See also set_attr_value().
320 */
321
322sint8
323get_attr_value (const living * stats, int attr)
324{
325 switch (attr)
326 {
327 case STR:
328 return (stats->Str);
329 case DEX:
330 return (stats->Dex);
331 case CON:
332 return (stats->Con);
333 case WIS:
334 return (stats->Wis);
335 case CHA:
336 return (stats->Cha);
337 case INT:
338 return (stats->Int);
339 case POW:
340 return (stats->Pow);
341 }
342 return 0;
343} 244}
344 245
345/* 246/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 248 * 1-30 stat limit.
348 */ 249 */
349
350void 250void
351check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
352{ 252{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
357 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 257 }
360} 258}
361 259
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 261
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
365 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
366 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
367 */ 265 */
368#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
369 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
370 268
371/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
372 270
373/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 272 * the object.
375 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 274 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
379 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
380 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
381 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 280 * that gives them that ability.
383 */ 281 */
384int 282int
385change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
386{ 284{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
388 char message[MAX_BUF]; 287 char message[MAX_BUF];
389 int potion_max = 0; 288 int potion_max = 0;
390 289
391 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
392 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
393 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
394 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
395 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
396 296
397 if (op->type == PLAYER) 297 if (op->type == PLAYER)
398 { 298 {
399 if (tmp->type == POTION) 299 if (tmp->type == POTION)
400 { 300 {
401 potion_max = 1; 301 potion_max = 1;
302
402 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
403 { 304 {
404 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
405 306 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 307
409 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
411 310
412 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
413 * potions do so right now, there is the potential for potions
414 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
415 * to allow for that. 313 * to allow for that.
416 */ 314 */
417 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 316 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 318 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
422 }
423 if (nstat != ostat) 320 if (nstat != ostat)
424 { 321 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 323 potion_max = 0;
427 } 324 }
428 else if (i) 325 else if (i)
429 { 326 {
430 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 328 potion_max = 1;
432 } 329 }
433 } 330 }
331
434 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 334 * recalculates this anyway.
437 */ 335 */
438 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
440 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 340 } /* end of potion handling code */
442 } 341 }
443 342
444 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 344 * everything to set
446 */ 345 */
447 if (flag == -1) 346 if (flag == -1)
448 { 347 {
449 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 353 * and not the other move_ fields.
455 */ 354 */
456 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
457 } 356 }
458 357
459 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
462 */ 361 */
463 fix_player (op); 362 op->update_stats ();
464 363
465 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 365 * print out message if this is a bow.
467 */ 366 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 368 {
470 success = 1; 369 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 371 }
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
474 { 374 {
475 success = 1; 375 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 377 }
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
479 { 380 {
480 success = 1; 381 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 383 }
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
484 { 386 {
485 success = 1; 387 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 389 }
390
488 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 395 * from fly high)
493 */ 396 */
494 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
495 { 398 {
496 success = 1; 399 success = 1;
497 400
498 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
499 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
500 */ 403 */
501 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
502 { 405 {
503 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
504 } 407 }
505 408
506 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 410 {
508 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 412 * in that case, you don't actually land
510 */ 413 */
511 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
512 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 416 }
417
514 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516
517 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op);
519 } 420 }
520 421
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 423 * originally undead may change their status
523 */ 424 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
526 { 427 {
527 success = 1; 428 success = 1;
528 if (flag > 0) 429 if (flag > 0)
529 { 430 {
530 op->race = "undead"; 431 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 433 }
533 else 434 else
534 { 435 {
535 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 438 }
538 } 439 }
539 440
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
541 { 442 {
542 success = 1; 443 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 445 }
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
546 { 448 {
547 success = 1; 449 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 451 }
452
550 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 454 * vision
552 */ 455 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
554 { 457 {
555 success = 1; 458 success = 1;
556 if (flag > 0) 459 if (flag > 0)
557 { 460 {
558 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
559 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
560 else 463 else
561 { 464 {
562 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
563 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
565 op->contr->do_los = 1; 468 op->contr->do_los = 1;
566 } 469 }
567 } 470 }
568 else 471 else
569 { 472 {
570 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
571 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
572 else 475 else
573 { 476 {
574 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
575 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
577 op->contr->do_los = 1; 480 op->contr->do_los = 1;
578 } 481 }
579 } 482 }
580 } 483 }
581 484
582 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
583 { 486 {
584 success = 1; 487 success = 1;
585 if (op->type == PLAYER) 488 if (op->type == PLAYER)
586 op->contr->do_los = 1; 489 op->contr->do_los = 1;
587 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
588 } 491 }
589 492
590 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
591 { 494 {
592 success = 1; 495 success = 1;
593 if (flag > 0) 496 if (flag > 0)
594 { 497 {
595 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
596 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
597 else 500 else
598 { 501 {
599 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
600 if (op->type == PLAYER) 503 if (op->type == PLAYER)
601 op->contr->do_los = 1; 504 op->contr->do_los = 1;
602 } 505 }
603 } 506 }
604 else 507 else
605 { 508 {
606 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
607 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
608 else 511 else
609 { 512 {
610 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
611 if (op->type == PLAYER) 514 if (op->type == PLAYER)
644 success = 1; 547 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
646 } 549 }
647 550
648 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
650 { 553 {
651 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
653 556
654 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
655 { 558 {
656 success = 1; 559 success = 1;
560
657 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
658 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
659 else 563 else
660 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
661 565
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 567 }
664 } 568 }
665 569
666 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
667 {
668 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
669 { 572 if (int i = tmp->stats.stat (j))
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 { 573 {
672 success = 1; 574 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 576 }
675 } 577
676 }
677 return success; 578 return success;
678} 579}
679 580
680/* 581/*
681 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 584 */
684
685void 585void
686drain_stat (object *op) 586object::drain_stat ()
687{ 587{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
689} 589}
690 590
691void 591void
692drain_specific_stat (object *op, int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
693{ 593{
694 object *tmp; 594 object *tmp;
695 archetype *at; 595 archetype *at;
696 596
697 at = find_archetype (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
698 if (!at) 598 if (!at)
699 { 599 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 601 return;
702 } 602 }
703 else 603 else
704 { 604 {
705 tmp = present_arch_in_ob (at, op); 605 tmp = present_arch_in_ob (at, this);
606
706 if (!tmp) 607 if (!tmp)
707 { 608 {
708 tmp = arch_to_object (at); 609 tmp = at->instance ();
709 tmp = insert_ob_in_ob (tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
711 } 612 }
712 } 613 }
713 614
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 617 update_stats ();
717} 618}
718 619
719/* 620/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 622 * via an applied bad_luck object.
722 */ 623 */
723
724void 624void
725change_luck (object *op, int value) 625object::change_luck (int value)
726{ 626{
727 object *tmp; 627 archetype *at = archetype::find (shstr_luck);
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 628 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 630 else
735 { 631 {
736 tmp = present_arch_in_ob (at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
737 if (!tmp) 634 if (!tmp)
738 { 635 {
739 if (!value) 636 if (!value)
740 return; 637 return;
741 tmp = arch_to_object (at); 638
639 tmp = at->instance ();
742 tmp = insert_ob_in_ob (tmp, op); 640 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
744 } 642 }
643
745 if (value) 644 if (value)
746 { 645 {
747 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 648 * in op itself).
750 */ 649 */
751 new_luck = tmp->stats.luck + value; 650 int new_luck = tmp->stats.luck + value;
651
752 if (new_luck >= -100 && new_luck <= 100) 652 if (new_luck >= -100 && new_luck <= 100)
753 { 653 {
754 op->stats.luck += value; 654 stats.luck += value;
755 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
756 } 656 }
757 } 657 }
758 else 658 else
759 { 659 {
760 if (!tmp->stats.luck) 660 if (!tmp->stats.luck)
761 {
762 return; 661 return;
763 } 662
764 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
766 */ 665 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 667 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 669
771 op->stats.luck += diff; 670 stats.luck += diff;
772 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
773 } 672 }
774 } 673 }
775 } 674 }
776} 675}
777 676
778/* 677/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 679 */
781
782void 680void
783remove_statbonus (object *op) 681object::remove_statbonus ()
784{ 682{
785 op->stats.Str -= op->arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 684 {
787 op->stats.Con -= op->arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 686 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 688 }
791 op->stats.Int -= op->arch->clone.stats.Int;
792 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
793 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
794 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
795 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
796 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
797 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
798 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
799} 689}
800 690
801/* 691/*
802 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 693 */
804
805void 694void
806add_statbonus (object *op) 695object::add_statbonus ()
807{ 696{
808 op->stats.Str += op->arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 698 {
810 op->stats.Con += op->arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 700 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 702 }
814 op->stats.Int += op->arch->clone.stats.Int;
815 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
816 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
817 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
818 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
819 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
820 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
821 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
822} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
823 744
824/* 745/*
825 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
830 */ 751 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
834 */ 754 */
835
836void 755void
837fix_player (object *op) 756object::update_stats ()
838{ 757{
839 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
845 767
846 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 769 if (type == PLAYER)
848 { 770 {
771 contr->delayed_update = false;
772
849 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
850 { 774 stat_sum [i] = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 775
852 }
853 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 777 contr->encumbrance = 0;
855 778
856 op->attacktype = 0; 779 attacktype = 0;
780
857 op->contr->digestion = 0; 781 contr->digestion = 0;
858 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 786 contr->item_power = 0;
863
864 /* Don't clobber all the range_ values. range_golem otherwise
865 * gets reset for no good reason, and we don't want to reset
866 * range_magic (what spell is readied). These three below
867 * well get filled in based on what the player has equipped.
868 */
869 op->contr->ranges[range_bow] = NULL;
870 op->contr->ranges[range_misc] = NULL;
871 op->contr->ranges[range_skill] = NULL;
872 } 787 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
875 op->slaying = 0; 792 slaying = 0;
876 793
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
878 { 795 {
879 CLEAR_FLAG (op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
881 } 798 }
882 799
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
887 CLEAR_FLAG (op, FLAG_REFL_SPELL);
888 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
889 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
890 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
891 CLEAR_FLAG (op, FLAG_UNDEAD);
892 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
893 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
894 803
895 op->path_attuned = op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 808
900 op->chosen_skill = NULL; 809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
815 object *chosen_skill = 0;
901 816
902 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
903 * archetype clone 818 * archetype clone
904 */ 819 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
906 821
907 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
908 { 823 {
909 if (op->resist[i] > 0) 824 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
911 else 826 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
913 potion_resist[i] = 0; 829 potion_resist[i] = 0;
914 } 830 }
915 831
916 wc = op->arch->clone.stats.wc; 832 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
918 834
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 840 * that their protection from physical goes down
925 */ 841 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
927 { 843 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 846 }
931 else 847 else
932 ac = op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
933 849
934 op->stats.luck = op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
936 852
937 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
939 */ 855 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
942 { 857 {
943 /* See note in map.c:update_position about making this additive
944 * since light sources are never applied, need to put check here.
945 */
946 if (tmp->glow_radius > op->glow_radius)
947 op->glow_radius = tmp->glow_radius;
948
949 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 860 * then calls this function.
952 */ 861 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
954 {
955 continue; 863 continue;
956 } 864
865 glow_radius += tmp->glow_radius;
957 866
958 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
960 { 869 {
961 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
964 if (!mana_obj) 873 if (!mana_obj)
965 mana_obj = tmp; 874 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 875 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 876 mana_obj = tmp;
968 } 877 }
878
969 if (IS_GRACE_SKILL (tmp->subtype)) 879 if (IS_GRACE_SKILL (tmp->subtype))
970 { 880 {
971 if (!grace_obj) 881 if (!grace_obj)
972 grace_obj = tmp; 882 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
974 grace_obj = tmp; 884 grace_obj = tmp;
975 } 885 }
976 } 886 }
977 887
978 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
979 * objects need to make adjustments. 889 * objects need to make adjustments.
980 * This block should handle all player specific changes 890 * This block should handle all player specific changes
981 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
982 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
983 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
984 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
985 * up, etc. 895 * up, etc.
986 */ 896 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989 { 901 {
990 if (op->type == PLAYER) 902 if (type == PLAYER)
991 { 903 {
992 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
993 op->contr->ranges[range_bow] = tmp;
994 905
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
996 op->contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
997 912
998 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] += tmp->stats.stat (i);
1000 915
1001 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
1002 * spell point recovery and mana point recovery. Seems sort of an arbitary
1003 * list, but other items store other info into stats array.
1004 */
1005 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1006 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1007 (tmp->type == SHIELD) || (tmp->type == RING) ||
1008 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1009 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1010 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1011 { 917 {
1012 op->contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1014 op->contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 } 924 }
1019 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1020 931
1021 /* Update slots used for items */ 932 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
1023 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1025 op->body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1026 }
1027 936
1028 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1029 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0; 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1031 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1;
1033 }
1034 939
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1037 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1039 */ 944 */
945 if (tmp->type == POTION_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++)
947 {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialised to zero.
950 // TODO: this is askign for a magic marker optimisation
951 */
952 if (potion_resist[i])
953 max_it (potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
1040 if (tmp->type != POTION) 957 else if (tmp->type != POTION)
958 for (int i = 0; i < NROFATTACKS; i++)
959 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type != SYMPTOM)
1041 { 966 {
1042 for (i = 0; i < NROFATTACKS; i++) 967 attacktype |= tmp->attacktype;
1043 { 968 path_attuned |= tmp->path_attuned;
1044 /* Potential for cursed potions, in which case we just can use 969 path_repelled |= tmp->path_repelled;
1045 * a straight MAX, as potion_resist is initialized to zero. 970 path_denied |= tmp->path_denied;
1046 */ 971 move_type |= tmp->move_type;
1047 if (tmp->type == POTION_EFFECT) 972 stats.luck += tmp->stats.luck;
1048 {
1049 if (potion_resist[i])
1050 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1051 else
1052 potion_resist[i] = tmp->resist[i];
1053 }
1054 else if (tmp->resist[i] > 0)
1055 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1056 else if (tmp->resist[i] < 0)
1057 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1058 }
1059 } 973 }
1060 974
1061 /* There may be other things that should not adjust the attacktype */ 975 flag |= tmp->flag & copy_flags;
1062 if (tmp->type != BOW && tmp->type != SYMPTOM)
1063 op->attacktype |= tmp->attacktype;
1064 976
1065 op->path_attuned |= tmp->path_attuned;
1066 op->path_repelled |= tmp->path_repelled;
1067 op->path_denied |= tmp->path_denied;
1068 op->stats.luck += tmp->stats.luck;
1069 op->move_type |= tmp->move_type;
1070
1071 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1072 SET_FLAG (op, FLAG_LIFESAVE);
1073 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1074 SET_FLAG (op, FLAG_REFL_SPELL);
1075 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1076 SET_FLAG (op, FLAG_REFL_MISSILE);
1077 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1078 SET_FLAG (op, FLAG_STEALTH);
1079 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1080 SET_FLAG (op, FLAG_XRAYS);
1081 if (QUERY_FLAG (tmp, FLAG_BLIND))
1082 SET_FLAG (op, FLAG_BLIND);
1083 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1084 SET_FLAG (op, FLAG_SEE_IN_DARK);
1085
1086 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 977 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1087 SET_FLAG (op, FLAG_UNDEAD); 978 SET_FLAG (this, FLAG_UNDEAD);
1088 979
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 980 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 { 981 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 982 SET_FLAG (this, FLAG_MAKE_INVIS);
1092 op->invisible = 1; 983 invisible = 1;
1093 } 984 }
1094 985
1095 if (tmp->stats.exp && tmp->type != SKILL) 986 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 987 {
1097 if (tmp->stats.exp > 0) 988 if (tmp->stats.exp > 0)
1098 { 989 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 990 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 991 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 992 }
1102 else 993 else
1103 added_speed += (float) tmp->stats.exp; 994 added_speed += tmp->stats.exp;
1104 } 995 }
1105 996
1106 switch (tmp->type) 997 switch (tmp->type)
1107 { 998 {
1108 /* skills modifying the character -b.t. */ 999 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */ 1000 /* for all skills and skill granting objects */
1110 case SKILL: 1001 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1002 {
1003 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1112 break; 1004 break;
1113 1005
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 1006 if (chosen_skill)
1118 { 1007 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1008 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1009 &name, &chosen_skill->name, &tmp->name);
1010
1011 tmp->flag [FLAG_APPLIED] = false;
1012 update_stats ();
1013 return;
1120 } 1014 }
1015 else
1121 op->chosen_skill = tmp; 1016 chosen_skill = tmp;
1017
1122 if (tmp->stats.dam > 0) 1018 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 1019 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1020 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 1021 weapon_speed = WEAPON_SPEED (tmp);
1022
1126 if (weapon_speed < 0) 1023 if (weapon_speed < 0)
1127 weapon_speed = 0; 1024 weapon_speed = 0;
1025
1128 weapon_weight = tmp->weight; 1026 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1027 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1028
1130 if (tmp->magic) 1029 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 1030 stats.dam += tmp->magic;
1132 } 1031 }
1032
1133 if (tmp->stats.wc) 1033 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 1034 wc -= tmp->stats.wc + tmp->magic;
1135 1035
1136 if (tmp->slaying != NULL) 1036 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 1037 slaying = tmp->slaying;
1138 1038
1139 if (tmp->stats.ac) 1039 if (tmp->stats.ac)
1140 ac -= (tmp->stats.ac + tmp->magic);
1141 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1142 op->contr->encumbrance += (int) 3 *tmp->weight / 1000;
1143
1144 if (op->type == PLAYER)
1145 op->contr->ranges[range_skill] = op;
1146 break;
1147
1148 case SKILL_TOOL:
1149 if (op->chosen_skill)
1150 {
1151 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1152 }
1153 op->chosen_skill = tmp;
1154 if (op->type == PLAYER)
1155 op->contr->ranges[range_skill] = op;
1156 break;
1157
1158 case SHIELD:
1159 if (settings.spell_encumbrance == TRUE && op->type == PLAYER)
1160 op->contr->encumbrance += (int) tmp->weight / 2000;
1161 case RING:
1162 case AMULET:
1163 case GIRDLE:
1164 case HELMET:
1165 case BOOTS:
1166 case GLOVES:
1167 case CLOAK:
1168 if (tmp->stats.wc)
1169 wc -= (tmp->stats.wc + tmp->magic);
1170 if (tmp->stats.dam)
1171 op->stats.dam += (tmp->stats.dam + tmp->magic);
1172 if (tmp->stats.ac)
1173 ac -= (tmp->stats.ac + tmp->magic);
1174 break;
1175
1176 case WEAPON:
1177 wc -= (tmp->stats.wc + tmp->magic);
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic; 1040 ac -= tmp->stats.ac + tmp->magic;
1041
1042 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1043 contr->encumbrance += 3 * tmp->weight / 1000;
1044 }
1045
1046 break;
1047
1048 case SHIELD:
1049 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1050 contr->encumbrance += tmp->weight / 2000;
1051 //FALLTHROUGH
1052 case RING:
1053 case AMULET:
1054 case GIRDLE:
1055 case HELMET:
1056 case BOOTS:
1057 case GLOVES:
1058 case CLOAK:
1059 if (tmp->stats.wc)
1060 wc -= tmp->stats.wc + tmp->magic;
1061
1062 if (tmp->stats.dam)
1180 op->stats.dam += (tmp->stats.dam + tmp->magic); 1063 stats.dam += tmp->stats.dam + tmp->magic;
1064
1065 if (tmp->stats.ac)
1066 ac -= tmp->stats.ac + tmp->magic;
1067
1068 break;
1069
1070 case WAND:
1071 case ROD:
1072 case HORN:
1073 case SKILL_TOOL:
1074 if (type != PLAYER)
1075 chosen_skill = find_skill_by_name (this, tmp->skill);
1076 break;
1077
1078 case BOW:
1079 case WEAPON:
1080 if (type != PLAYER || current_weapon == tmp)
1081 {
1082 chosen_skill = find_skill_by_name (this, tmp->skill);
1083
1084 wc -= tmp->stats.wc + tmp->magic;
1085
1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1087 ac -= tmp->stats.ac + tmp->magic;
1088
1089 stats.dam += tmp->stats.dam + tmp->magic;
1181 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1183 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1184 weapon_speed = 0; 1094 weapon_speed = 0;
1095
1185 op->slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1186 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1188 * go. 1100 * go.
1189 */ 1101 */
1190 op->current_weapon = tmp; 1102
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1193 1107
1194 break; 1108 break;
1195 1109
1196 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1199 1113
1200 case BRACERS: 1114 case BRACERS:
1201 case FORCE: 1115 case FORCE:
1202 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1203 { 1117 {
1204 if (best_wc < tmp->stats.wc + tmp->magic) 1118 if (best_wc < tmp->stats.wc + tmp->magic)
1205 { 1119 {
1206 wc += best_wc; 1120 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic; 1121 best_wc = tmp->stats.wc + tmp->magic;
1208 } 1122 }
1209 else 1123 else
1210 wc += tmp->stats.wc + tmp->magic; 1124 wc += tmp->stats.wc + tmp->magic;
1211 } 1125 }
1126
1212 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1213 { 1128 {
1214 if (best_ac < tmp->stats.ac + tmp->magic) 1129 if (best_ac < tmp->stats.ac + tmp->magic)
1215 { 1130 {
1216 ac += best_ac; /* Remove last bonus */ 1131 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic; 1132 best_ac = tmp->stats.ac + tmp->magic;
1218 } 1133 }
1219 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1221 } 1136 }
1137
1222 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1140
1224 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1143
1144 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1228 break; 1147 break;
1229 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1230 } /* item is equipped */ 1149 } /* item is equipped */
1231 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 if (type != PLAYER)
1153 this->chosen_skill = chosen_skill;
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1232 1156
1233 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1235 */ 1159 */
1236 1160
1238 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1166 */
1243 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1168 {
1245 op->resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1170
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 op->resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1248 } 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1249 1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1250 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER)
1252 {
1253 int pl_level; 1186 int pl_level;
1254 1187
1255 check_stat_bounds (&(op->stats));
1256 pl_level = op->level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1189
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1192 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1195 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[op->stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1270 j++; 1200 j++;
1271 else 1201 else
1272 j--; 1202 j--;
1273 } 1203
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1205 }
1276 1206
1277 for (i = 11; i <= op->level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1278 op->stats.maxhp += 2;
1279 1208
1280 if (op->stats.hp > op->stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1210 stats.hp = stats.maxhp;
1282 1211
1283 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1213 * relevant experience object (mana_obj, see above)
1285 */ 1214 */
1286 /* following happen when skills system is not used */ 1215 /* following happen when skills system is not used */
1287 if (!mana_obj) 1216 if (!mana_obj)
1288 mana_obj = op; 1217 mana_obj = this;
1218
1289 if (!grace_obj) 1219 if (!grace_obj)
1290 grace_obj = op; 1220 grace_obj = this;
1221
1291 /* set maxsp */ 1222 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1224 mana_obj = this;
1294 1225
1295 if (mana_obj == op && op->type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1227 stats.maxsp = 1;
1298 }
1299 else 1228 else
1300 { 1229 {
1301 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1231
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1303 { 1233 {
1304 float stmp; 1234 float stmp;
1305 1235
1306 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1307 if (i < 2) 1237 if (i < 2)
1308 {
1309 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1239 else
1312 {
1313 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1241
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1318 } 1243 }
1319 op->stats.maxsp = (int) sp_tmp;
1320 1244
1321 for (i = 11; i <= mana_obj->level; i++) 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322 op->stats.maxsp += 2;
1323 } 1246 }
1247
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1326 op->stats.sp = op->stats.maxsp * 2;
1327 1250
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1253 grace_obj = this;
1331 1254
1332 if (grace_obj == op && op->type == PLAYER) 1255 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1256 stats.maxgrace = 1;
1335 }
1336 else 1257 else
1337 { 1258 {
1338 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1263 */
1343 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1267 {
1346 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1347 1269
1348 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1349 if (i < 2) 1271 if (i < 2)
1350 { 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1352 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1353 }
1354 else 1273 else
1355 { 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 grace_tmp = (float) op->contr->levgrace[i] 1275
1357 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1358 }
1359 if (grace_tmp < 1.0)
1360 grace_tmp = 1.0;
1361 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1362 } 1277 }
1363 op->stats.maxgrace = (int) sp_tmp;
1364 1278
1365 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 op->stats.maxgrace += 2;
1368 } 1281 }
1282
1369 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1370 1284
1371 if (op->contr->braced) 1285 if (contr->braced)
1372 { 1286 {
1373 ac += 2; 1287 ac += 2;
1374 wc += 4; 1288 wc += 4;
1375 } 1289 }
1376 else 1290 else
1377 ac -= dex_bonus[op->stats.Dex]; 1291 ac -= dex_bonus[stats.Dex];
1378 1292
1379 /* In new exp/skills system, wc bonuses are related to 1293 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1294 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1295 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1296 * I changed this slightly so that wc bonuses are better
1385 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1389 */ 1303 */
1304 object *wc_obj = chosen_skill;
1390 1305
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1307 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1394 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1395 { 1311 {
1396 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1313 if (!(i % 6))
1398 wc--; 1314 wc--;
1315
1399 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1319 }
1403 } 1320 }
1404 else 1321 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1406 1323
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1408 1325
1409 if (op->stats.dam < 1) 1326 if (stats.dam < 1)
1410 op->stats.dam = 1; 1327 stats.dam = 1;
1411 1328
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1413 if (settings.search_items && op->contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1332 speed -= 1;
1415 if (op->attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype;
1417
1418 } /* End if player */ 1333 } /* End if player */
1419 1334
1420 if (added_speed >= 0) 1335 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1424 1339
1425 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1426 if (op->speed > max) 1341 speed = min (speed, max_speed);
1427 op->speed = max;
1428 1342
1429 if (op->type == PLAYER) 1343 if (type == PLAYER)
1430 { 1344 {
1431 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1435 */ 1349 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1437 if (f > 0) 1351 if (f > 0.f)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1439 } 1353 }
1440 1354
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1442 1357
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1445 */ 1360 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1447 1362
1448 if (op->speed < 0.01 && op->type == PLAYER) 1363 if (speed != old_speed)
1449 op->speed = 0.01; 1364 set_speed (speed);
1450 1365
1451 if (op->type == PLAYER) 1366 if (type == PLAYER)
1452 { 1367 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1459 */ 1372 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1466 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1467 if (K <= 0) 1382 if (K <= 0.01f)
1468 K = 0.01; 1383 K = 0.01f;
1469 S = op->speed / (K * s); 1384
1470 op->contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1386 }
1387
1472 /* I want to limit the power of small monsters with big weapons: */ 1388 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1475 1391
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1478 * so its value is the same.
1479 */
1480 if (wc > 120)
1481 wc = 120;
1482 else if (wc < -120)
1483 wc = -120;
1484 op->stats.wc = wc;
1485
1486 if (ac > 120)
1487 ac = 120;
1488 else if (ac < -120)
1489 ac = -120;
1490 op->stats.ac = ac;
1491 1394
1492 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1396 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1399 * one or the other.
1497 */ 1400 */
1498 if (op->move_type == 0) 1401 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1502 1405
1503 update_ob_speed (op); 1406 // now apply the new move_type
1407 if (this->move_type != move_type)
1408 change_move_type (move_type);
1504 1409
1505 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1411 * so we will check that now.
1507 */ 1412 */
1508 if (op->type == PLAYER) 1413 if (is_player ())
1509 esrv_update_spells (op->contr); 1414 contr->update_spells ();
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1510} 1435}
1511 1436
1512/* 1437/*
1513 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1514 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1515 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1516 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise. 1442 * false otherwise.
1518 */ 1443 */
1519
1520int 1444int
1521allowed_class (const object *op) 1445allowed_class (const object *op)
1522{ 1446{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1447 return op->stats.Dex > 0
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1525} 1454}
1526 1455
1527/* 1456/*
1528 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1530 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1531 *
1532 * Note that the title is written to 'own_title' in the
1533 * player struct. This should be changed to 'ext_title'
1534 * as soon as clients support this!
1535 * Please, anyone, write support for 'ext_title'.
1536 */ 1460 */
1537void 1461void
1538set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1539{ 1463{
1540 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1558 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1559 or else at random */ 1483 or else at random */
1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1561 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1562 1486
1563 level = (int) (level / 5.);
1564
1565 /* now set the new title */ 1487 /* now set the new title */
1566 if (pl->contr != NULL)
1567 {
1568 if (level == 0)
1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1570 else if (level == 1)
1571 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1572 else if (level == 2)
1573 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1574 else if (level == 3)
1575 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1576 else 1492 else
1577 { 1493 {
1578 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1579 if (skin->resist[atnr] > 80)
1580 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1581 else if (skin->resist[atnr] > 50)
1582 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1583 else
1584 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1585 }
1586 } 1498 }
1587 1499
1588 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1589} 1501}
1590 1502
1591/* 1503/*
1592 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1593 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1594 * or change the ability-focus. 1506 * or change the ability-focus.
1595 */ 1507 */
1596void 1508static void
1597dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1598{ 1510{
1599 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1600 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1515
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1608 { 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp; 1520 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1612 skin = tmp; 1522 skin = tmp;
1613 } 1523
1614 }
1615 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1525 if (abil == NULL)
1617 return; 1526 return;
1618 1527
1619 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1660 object *skill_obj; 1569 object *skill_obj;
1661 1570
1662 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1663 if (!skill_obj) 1572 if (!skill_obj)
1664 { 1573 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1666 return NULL; 1575 return NULL;
1667 } 1576 }
1577
1668 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1579 * still doesn't know it.
1670 */ 1580 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1583 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1675 if (op->contr) 1585
1676 { 1586 if (player *pl = op->contr)
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->link_skills ();
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588
1679 }
1680 return skill_obj; 1589 return skill_obj;
1681} 1590}
1682
1683 1591
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1593 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1594 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1595 * don't really gain levels
1690 */ 1598 */
1691void 1599void
1692player_lvl_adj (object *who, object *op) 1600player_lvl_adj (object *who, object *op)
1693{ 1601{
1694 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1603 bool changed = false;
1695 1604
1696 if (!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1697 op = who; 1606 op = who;
1698 1607
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1609 {
1610 changed = true;
1611
1701 op->level++; 1612 op->level++;
1702 1613
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1704 dragon_level_gain (who); 1615 dragon_level_gain (who);
1705 1616
1706 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1619 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1623 }
1713 1624
1714 fix_player (who);
1715 if (op->level > 1) 1625 if (op->level > 1)
1716 { 1626 {
1717 if (op->type != PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1719 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1720 sprintf (buf, "You are now level %d.", op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1721 if (who) 1638 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1640 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1641 }
1642
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1644 {
1645 changed = true;
1646
1728 op->level--; 1647 op->level--;
1729 fix_player (who); 1648
1730 if (op->type != PLAYER) 1649 if (op->type != PLAYER)
1731 { 1650 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1733 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1653 }
1735 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1654 }
1737 /* check if the spell data has changed */ 1655
1738 esrv_update_spells (who->contr); 1656 if (changed)
1657 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1739} 1658}
1740 1659
1741/* 1660/*
1742 * Returns how much experience is needed for a player to become 1661 * Returns how much experience is needed for a player to become
1743 * the given level. level should really never exceed max_level 1662 * the given level. level should really never exceed max_level
1746sint64 1665sint64
1747level_exp (int level, double expmul) 1666level_exp (int level, double expmul)
1748{ 1667{
1749 if (level > settings.max_level) 1668 if (level > settings.max_level)
1750 return (sint64) (expmul * levels[settings.max_level]); 1669 return (sint64) (expmul * levels[settings.max_level]);
1670
1751 return (sint64) (expmul * levels[level]); 1671 return (sint64) (expmul * levels[level]);
1752} 1672}
1753 1673
1754/* 1674/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1675 * Ensure that the permanent experience requirements in an exp object are met.
1776 op->perm_exp = 0; 1696 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1697 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1698 op->perm_exp = MAX_EXPERIENCE;
1779} 1699}
1780 1700
1781
1782/* Add experience to a player - exp should only be positive. 1701/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1702 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1703 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1704 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1705 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1706 * flag is what to do if the player doesn't have the skill:
1788 */ 1707 */
1789
1790static void 1708static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1709add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1792{ 1710{
1793 object *skill_obj = NULL; 1711 object *skill_obj;
1794 sint64 limit, exp_to_add; 1712 sint64 limit, exp_to_add;
1795 int i; 1713 int i;
1796 1714
1797 /* prevents some forms of abuse. */ 1715 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1716 if (op->contr->braced)
1799 exp = exp / 5; 1717 exp /= 5;
1800 1718
1801 /* Try to find the matching skill. 1719 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1720 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1721 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1722 * the players inventory.
1805 */ 1723 */
1724 skill_obj = 0;
1725
1806 if (skill_name) 1726 if (skill_name)
1807 { 1727 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1728 skill_obj = op->contr->find_skill (skill_name);
1809 skill_obj = op->chosen_skill;
1810 else
1811 {
1812 for (i = 0; i < NUM_SKILLS; i++)
1813 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1814 {
1815 skill_obj = op->contr->last_skill_ob[i];
1816 break;
1817 }
1818 1729
1819 /* Player doesn't have the skill. Check to see what to do, and give 1730 /* Player doesn't have the skill. Check to see what to do, and give
1820 * it to the player if necessary 1731 * it to the player if necessary
1821 */ 1732 */
1822 if (!skill_obj) 1733 if (!skill_obj)
1823 { 1734 {
1824 if (flag == SK_EXP_NONE) 1735 if (flag == SK_EXP_NONE)
1825 return; 1736 return;
1737
1826 else if (flag == SK_EXP_ADD_SKILL) 1738 if (flag == SK_EXP_ADD_SKILL)
1827 give_skill_by_name (op, skill_name); 1739 skill_obj = give_skill_by_name (op, skill_name);
1828 }
1829 } 1740 }
1830 } 1741 }
1831 1742
1832 if (flag != SK_EXP_SKILL_ONLY) 1743 if (flag != SK_EXP_SKILL_ONLY)
1833 { 1744 {
1866 player_lvl_adj (op, skill_obj); 1777 player_lvl_adj (op, skill_obj);
1867 } 1778 }
1868} 1779}
1869 1780
1870/* This function checks to make sure that object 'op' can 1781/* This function checks to make sure that object 'op' can
1871 * lost 'exp' experience. It returns the amount of exp 1782 * lose 'exp' experience. It returns the amount of exp
1872 * object 'op' can in fact lose - it basically makes 1783 * object 'op' can in fact lose - it basically makes
1873 * adjustments based on permanent exp and the like. 1784 * adjustments based on permanent exp and the like.
1874 * This function should always be used for losing experience - 1785 * This function should always be used for losing experience -
1875 * the 'exp' value passed should be positive - this is the 1786 * the 'exp' value passed should be positive - this is the
1876 * amount that should get subtract from the player. 1787 * amount that should get subtract from the player.
1877 */ 1788 */
1878sint64 1789static sint64
1879check_exp_loss (const object *op, sint64 exp) 1790check_exp_loss (const object *op, sint64 exp)
1880{ 1791{
1881 sint64 del_exp; 1792 sint64 del_exp;
1882 1793
1883 if (exp > op->stats.exp) 1794 if (exp > op->stats.exp)
1884 exp = op->stats.exp; 1795 exp = op->stats.exp;
1796
1885 if (settings.permanent_exp_ratio) 1797 if (settings.permanent_exp_ratio)
1886 { 1798 {
1887 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1799 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1800
1888 if (del_exp < 0) 1801 if (del_exp < 0)
1889 del_exp = 0; 1802 del_exp = 0;
1803
1890 if (exp > del_exp) 1804 if (exp > del_exp)
1891 exp = del_exp; 1805 exp = del_exp;
1892 } 1806 }
1807
1893 return exp; 1808 return exp;
1894} 1809}
1895 1810
1896sint64 1811sint64
1897check_exp_adjust (const object *op, sint64 exp) 1812check_exp_adjust (const object *op, sint64 exp)
1898{ 1813{
1899 if (exp < 0) 1814 if (exp < 0)
1900 return check_exp_loss (op, exp); 1815 return check_exp_loss (op, exp);
1901 else 1816 else
1902 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1817 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1903} 1818}
1904
1905 1819
1906/* Subtracts experience from player. 1820/* Subtracts experience from player.
1907 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1908 * only subtract from the matching skill. Otherwise, 1822 * only subtract from the matching skill. Otherwise,
1909 * this subtracts a portion from all 1823 * this subtracts a portion from all
1923 sint64 del_exp; 1837 sint64 del_exp;
1924 1838
1925 for (tmp = op->inv; tmp; tmp = tmp->below) 1839 for (tmp = op->inv; tmp; tmp = tmp->below)
1926 if (tmp->type == SKILL && tmp->stats.exp) 1840 if (tmp->type == SKILL && tmp->stats.exp)
1927 { 1841 {
1928 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1929 { 1843 {
1930 del_exp = check_exp_loss (tmp, exp); 1844 del_exp = check_exp_loss (tmp, exp);
1931 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1933 } 1847 }
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1940 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1855 player_lvl_adj (op, tmp);
1942 } 1856 }
1943 } 1857 }
1858
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1860 {
1946 del_exp = check_exp_loss (op, exp); 1861 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1863 player_lvl_adj (op, NULL);
1949 } 1864 }
1950} 1865}
1951
1952
1953 1866
1954/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1869 *
1957 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1874 * these last two values are only used for players.
1962 */ 1875 */
1963
1964void 1876void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1966{ 1878{
1967
1968#ifdef EXP_DEBUG 1879#ifdef EXP_DEBUG
1969# ifndef WIN32
1970 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1971# else
1972 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1881#endif
1975 1882
1976 /* safety */ 1883 /* safety */
1977 if (!op) 1884 if (!op)
1978 { 1885 {
2017 else 1924 else
2018 /* note that when you lose exp, it doesn't go against 1925 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1926 * a particular skill, so we don't need to pass that
2020 * along. 1927 * along.
2021 */ 1928 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1930 }
2025} 1931}
2026 1932
2027/* Applies a death penalty experience, the size of this is defined by the 1933/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1936 */
2031
2032void 1937void
2033apply_death_exp_penalty (object *op) 1938apply_death_exp_penalty (object *op)
2034{ 1939{
2035 object *tmp;
2036 sint64 loss; 1940 sint64 loss;
2037 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1941 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2038 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1942 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2039 1943
2040 for (tmp = op->inv; tmp; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 if (tmp->type == SKILL && tmp->stats.exp) 1945 if (tmp->type == SKILL && tmp->stats.exp)
2042 { 1946 {
2043
2044 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1947 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2045 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1948 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2046 1949
2047 /* With the revised exp system, you can get cases where 1950 /* With the revised exp system, you can get cases where
2048 * losing several levels would still require that you have more 1951 * losing several levels would still require that you have more
2049 * exp than you currently have - this is true if the levels 1952 * exp than you currently have - this is true if the levels
2050 * tables is a lot harder. 1953 * tables is a lot harder.
2051 */ 1954 */
2052 if (level_loss < 0) 1955 if (level_loss < 0)
2053 level_loss = 0; 1956 level_loss = 0;
2054 1957
2055 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1958 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2056 1959
2057 tmp->stats.exp -= loss; 1960 tmp->stats.exp -= loss;
2058 player_lvl_adj (op, tmp); 1961 player_lvl_adj (op, tmp);
2059 } 1962 }
2060 1963
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1964 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2062 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1965 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1966
2063 if (level_loss < 0) 1967 if (level_loss < 0)
2064 level_loss = 0; 1968 level_loss = 0;
1969
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1970 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2066 1971
2067 op->stats.exp -= loss; 1972 op->stats.exp -= loss;
2068 player_lvl_adj (op, NULL); 1973 player_lvl_adj (op, NULL);
2069} 1974}
2070 1975
2081 if (level > MAX_SAVE_LEVEL) 1986 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 1987 level = MAX_SAVE_LEVEL;
2083 1988
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1989 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 1990 return 0;
1991
2086 return 1; 1992 return 1;
2087} 1993}

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