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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 1.133 by root, Sun Jan 29 02:47:04 2017 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 $";
5 */ 3 *
6 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
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 */
39static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
40 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
41 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
42}; 36};
43 37
44/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
45 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
46 * advancement. -b.t. 40 * advancement. -b.t.
47 */ 41 */
48static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
53static const int grace_bonus[MAX_STAT + 1] = { 47static const int grace_bonus[MAX_STAT + 1] = {
54 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 48 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
55 30, 40, 50, 70, 100 49 30, 40, 50, 70, 100
56}; 50};
57 51
58/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
59 * represent how much more it costs to buy something than to sell it 53 * represent how much more it costs to buy something than to sell it
60 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 54 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
61 * would only get 5 gp when you sell.) Let query_cost do the calculations 55 * would only get 5 gp when you sell.) Let query_cost do the calculations
62 * on how to really do this. Buy keeping it this simple number, it is 56 * on how to really do this. Buy keeping it this simple number, it is
63 * much easier to know how things will be influenced. A value of '1' means 57 * much easier to know how things will be influenced. A value of '1' means
64 * buying and selling is both the same value - any value less than or equal 58 * buying and selling is both the same value - any value less than or equal
65 * to 1 should not be used. 59 * to 1 should not be used.
66 * At least as of now, the only place that uses this code is query_cost, 60 * At least as of now, the only place that uses this code is query_cost,
67 * in server/shop.c. This bonus is split evenly between buying and selling 61 * in server/shop.c. This bonus is split evenly between buying and selling
68 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
69 * at .667 63 * at .667
70 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
114 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
115 * before, you need to start someplace. 109 * before, you need to start someplace.
116 */ 110 */
117 111
118const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
119 200000, /* 0 */ 113 200000, /* 0 */
120 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
121 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
122 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
123 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
124 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
125 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
126}; 120};
127 121
128const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
129 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
130 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
145/* 139/*
146 Since this is nowhere defined ... 140 Since this is nowhere defined ...
147 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
148*/ 142*/
149 143
150#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
151 145
152/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
153 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
154 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
155 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
157 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
158 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
159 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
160 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
161 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
162 * line with progression of previous levels, so 156 * line with progression of previous levels, so
163 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
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 MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
168
169#ifndef WIN32
170extern uint64 *levels;
171#else
172extern sint64 *levels;
173#endif
174 162
175#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
176 164
177/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
178 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
201static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
202 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
203 "You're feeling clumsy!", 191 "You're feeling clumsy!",
204 "You feel less healthy", 192 "You feel less healthy",
205 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
206 "Your face gets distorted!", 196 "Your face gets distorted!",
207 "Watch out, your mind is going!",
208 "Your spirit feels drained!"
209}; 197};
210const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
211 "You feel your strength return.", 199 "You feel your strength return.",
212 "You feel your agility return.", 200 "You feel your agility return.",
213 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
214 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
215 "You feel your charisma return.", 205 "You feel your charisma return.",
216 "You feel your memory return.",
217 "You feel your spirits return."
218}; 206};
219const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
220 "You feel stronger.", 208 "You feel stronger.",
221 "You feel more agile.", 209 "You feel more agile.",
222 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
223 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
224 "You seem to look better.", 214 "You seem to look better.",
225 "You feel smarter.",
226 "You feel more potent."
227}; 215};
228const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
229 "You feel weaker!", 217 "You feel weaker!",
230 "You feel clumsy!", 218 "You feel clumsy!",
231 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
232 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
233 "You look ugly!", 223 "You look ugly!",
234 "You feel stupid!",
235 "You feel less potent!"
236}; 224};
237 225
238const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
239 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
240}; 228};
241 229
242const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
243 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
244}; 232};
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}
279 233
280/* 234/*
281 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
282 * is added to the specified stat. 236 * is added to the specified stat.
283 */ 237 */
284
285void 238void
286change_attr_value (living * stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
287{ 240{
288 if (value == 0) 241 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} 242}
344 243
345/* 244/*
346 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
347 * 1-30 stat limit. 246 * 1-30 stat limit.
348 */ 247 */
349
350void 248void
351check_stat_bounds (living * stats) 249check_stat_bounds (living *stats)
352{ 250{
353 int i, v;
354
355 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
356 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
357 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
358 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
359 set_attr_value (stats, i, MIN_STAT); 255 }
360} 256}
361 257
362#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
363 259
364/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
365 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
366 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
367 */ 263 */
368#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
369 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
370 266
371/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
372 268
373/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
374 * the object. 270 * the object.
375 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
376 * can be applied or not. 272 * can be applied or not.
377 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
378 * displayed - fix_player should really always be called after this when 274 * 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 275 * 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 276 * 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 277 * will clear the bits, but the player may still have some other object
382 * that gives them that ability. 278 * that gives them that ability.
383 */ 279 */
384int 280int
385change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
386{ 282{
387 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
388 char message[MAX_BUF]; 285 char message[MAX_BUF];
389 int potion_max = 0; 286 int potion_max = 0;
390 287
391 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
392 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
393 * found by fix_player. refop is not a real object 290 MoveType prev_move_type = op->move_type;
394 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
395 object_pod refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
396 294
397 if (op->type == PLAYER) 295 if (op->type == PLAYER)
398 { 296 {
399 if (tmp->type == POTION) 297 if (tmp->type == POTION)
400 { 298 {
401 potion_max = 1; 299 potion_max = 1;
300
402 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
403 { 302 {
404 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
405 304 int i = tmp->stats.stat (j);
406 ostat = get_attr_value (&(op->contr->orig_stats), j);
407 i = get_attr_value (&(tmp->stats), j);
408 305
409 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
410 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
411 308
412 /* Do some bounds checking. While I don't think any 309 /* 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 310 * that adjust that stat by more than one point, so we need
415 * to allow for that. 311 * to allow for that.
416 */ 312 */
417 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
418 nstat = 1; 314 nstat = 1;
419 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
420 { 316 nstat = 20 + op->arch->stats.stat (j);
421 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
422 }
423 if (nstat != ostat) 318 if (nstat != ostat)
424 { 319 {
425 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
426 potion_max = 0; 321 potion_max = 0;
427 } 322 }
428 else if (i) 323 else if (i)
429 { 324 {
430 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
431 potion_max = 1; 326 potion_max = 1;
432 } 327 }
433 } 328 }
329
434 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
435 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
436 * recalculates this anyway. 332 * recalculates this anyway.
437 */ 333 */
438 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
439 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
440 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
441 } /* end of potion handling code */ 338 } /* end of potion handling code */
442 } 339 }
443 340
444 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
445 * everything to set 342 * everything to set
446 */ 343 */
447 if (flag == -1) 344 if (flag == -1)
448 { 345 {
449 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
450 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
451 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
452 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
453 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
454 * and not the other move_ fields. 351 * and not the other move_ fields.
455 */ 352 */
456 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
457 } 354 }
458 355
459 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
460 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
461 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
462 */ 359 */
463 fix_player (op); 360 op->update_stats ();
464 361
465 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
466 * print out message if this is a bow. 363 * print out message if this is a bow.
467 */ 364 */
468 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
469 { 366 {
470 success = 1; 367 success = 1;
471 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
472 } 369 }
473 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
474 { 372 {
475 success = 1; 373 success = 1;
476 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
477 } 375 }
478 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
479 { 378 {
480 success = 1; 379 success = 1;
481 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
482 } 381 }
483 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
484 { 384 {
485 success = 1; 385 success = 1;
486 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
487 } 387 }
388
488 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
489 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
490 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
491 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
492 * from fly high) 393 * from fly high)
493 */ 394 */
494 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
495 { 396 {
496 success = 1; 397 success = 1;
497 398
498 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
499 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
500 */ 401 */
501 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
502 { 403 {
503 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
504 } 405 }
505 406
506 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
507 { 408 {
508 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
509 * in that case, you don't actually land 410 * in that case, you don't actually land
510 */ 411 */
511 DIFF_MSG (flag, "You soar into the air air!.", 412 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
513 } 414 }
415
514 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
515 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
516
517 /* Changing move status may mean you are affected by things you weren't before */
518 check_move_on (op, op);
519 } 418 }
520 419
521 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
522 * originally undead may change their status 421 * originally undead may change their status
523 */ 422 */
524 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
525 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
526 { 425 {
527 success = 1; 426 success = 1;
528 if (flag > 0) 427 if (flag > 0)
529 { 428 {
530 op->race = "undead"; 429 op->race = "undead";
531 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
532 } 431 }
533 else 432 else
534 { 433 {
535 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
536 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
537 } 436 }
538 } 437 }
539 438
540 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
541 { 440 {
542 success = 1; 441 success = 1;
543 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
544 } 443 }
545 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
546 { 446 {
547 success = 1; 447 success = 1;
548 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
549 } 449 }
450
550 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
551 * vision 452 * vision
552 */ 453 */
553 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
554 { 455 {
555 success = 1; 456 success = 1;
556 if (flag > 0) 457 if (flag > 0)
557 { 458 {
558 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
559 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
560 else 461 else
561 { 462 {
562 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
563 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
564 if (op->type == PLAYER) 465 if (op->type == PLAYER)
565 op->contr->do_los = 1; 466 op->contr->do_los = 1;
566 } 467 }
567 } 468 }
568 else 469 else
569 { 470 {
570 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
571 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
572 else 473 else
573 { 474 {
574 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
575 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
576 if (op->type == PLAYER) 477 if (op->type == PLAYER)
577 op->contr->do_los = 1; 478 op->contr->do_los = 1;
578 } 479 }
579 } 480 }
580 } 481 }
581 482
582 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
583 { 484 {
584 success = 1; 485 success = 1;
585 if (op->type == PLAYER) 486 if (op->type == PLAYER)
586 op->contr->do_los = 1; 487 op->contr->do_los = 1;
587 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
588 } 489 }
589 490
590 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
591 { 492 {
592 success = 1; 493 success = 1;
593 if (flag > 0) 494 if (flag > 0)
594 { 495 {
595 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
596 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
597 else 498 else
598 { 499 {
599 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
600 if (op->type == PLAYER) 501 if (op->type == PLAYER)
601 op->contr->do_los = 1; 502 op->contr->do_los = 1;
602 } 503 }
603 } 504 }
604 else 505 else
605 { 506 {
606 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
607 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
608 else 509 else
609 { 510 {
610 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
611 if (op->type == PLAYER) 512 if (op->type == PLAYER)
618 { 519 {
619 success = 1; 520 success = 1;
620 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
621 } 522 }
622 523
524 if (digest_types [tmp->type])
525 {
623 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
624 { 527 {
625 success = 1; 528 success = 1;
626 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
627 } 530 }
628 531
629 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
630 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
631 success = 1; 535 success = 1;
632 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
633 } 537 }
634 538
635 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
636 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
637 { 541 {
638 success = 1; 542 success = 1;
639 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
640 } 544 }
641 545
642 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
643 { 547 {
644 success = 1; 548 success = 1;
645 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
646 } 551 }
647 552
648 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
649 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
650 { 555 {
651 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
652 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
653 558
654 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
655 { 560 {
656 success = 1; 561 success = 1;
562
657 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
658 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
659 else 565 else
660 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
661 567
662 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
663 } 569 }
664 } 570 }
665 571
666 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
667 {
668 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
669 { 574 if (int i = tmp->stats.stat (j))
670 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
671 { 575 {
672 success = 1; 576 success = 1;
673 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
674 } 578 }
675 } 579
676 }
677 return success; 580 return success;
678} 581}
679 582
680/* 583/*
681 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
682 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
683 */ 586 */
684
685void 587void
686drain_stat (object *op) 588object::drain_stat ()
687{ 589{
688 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
689} 591}
690 592
691void 593void
692drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
693{ 595{
694 object *tmp; 596 object *tmp;
695 archetype *at; 597 archetype *at;
696 598
697 at = find_archetype (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
698 if (!at) 600 if (!at)
699 { 601 {
700 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
701 return; 603 return;
702 } 604 }
703 else 605 else
704 { 606 {
705 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
706 if (!tmp) 609 if (!tmp)
707 { 610 {
708 tmp = arch_to_object (at); 611 tmp = at->instance ();
709 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
710 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
711 } 614 }
712 } 615 }
713 616
714 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
715 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
716 fix_player (op); 619 update_stats ();
717} 620}
718 621
719/* 622/*
720 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
721 * via an applied bad_luck object. 624 * via an applied bad_luck object.
722 */ 625 */
723
724void 626void
725change_luck (object *op, int value) 627object::change_luck (int value)
726{ 628{
727 object *tmp; 629 archetype *at = archetype::find (shstr_luck);
728 archetype *at;
729 int new_luck;
730
731 at = find_archetype ("luck");
732 if (!at) 630 if (!at)
733 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
734 else 632 else
735 { 633 {
736 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
737 if (!tmp) 636 if (!tmp)
738 { 637 {
739 if (!value) 638 if (!value)
740 return; 639 return;
741 tmp = arch_to_object (at); 640
641 tmp = at->instance ();
742 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
743 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
744 } 644 }
645
745 if (value) 646 if (value)
746 { 647 {
747 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
748 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
749 * in op itself). 650 * in op itself).
750 */ 651 */
751 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
752 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
753 { 655 {
754 op->stats.luck += value; 656 stats.luck += value;
755 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
756 } 658 }
757 } 659 }
758 else 660 else
759 { 661 {
760 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
761 {
762 return; 663 return;
763 } 664
764 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
765 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
766 */ 667 */
767 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
768 { 669 {
769 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
770 671
771 op->stats.luck += diff; 672 stats.luck += diff;
772 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
773 } 674 }
774 } 675 }
775 } 676 }
776} 677}
777 678
778/* 679/*
779 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
780 */ 681 */
781
782void 682void
783remove_statbonus (object *op) 683object::remove_statbonus ()
784{ 684{
785 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
786 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
787 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
788 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
789 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
790 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
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} 691}
800 692
801/* 693/*
802 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
803 */ 695 */
804
805void 696void
806add_statbonus (object *op) 697object::add_statbonus ()
807{ 698{
808 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
809 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
810 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
811 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
812 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
813 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
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} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
823 720
824/* 721/*
825 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
826 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
827 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
828 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
829 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
830 */ 727 *
831
832/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
833 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
834 */ 730 */
835
836void 731void
837fix_player (object *op) 732object::update_stats ()
838{ 733{
839 int i, j;
840 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
841 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
842 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
843 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
844 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
845 744
846 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
847 if (op->type == PLAYER) 746 if (type == PLAYER)
848 { 747 {
748 contr->delayed_update = false;
749
849 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
850 { 751 stat_sum [i] = contr->orig_stats.stat (i);
851 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 752
852 }
853 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
854 op->contr->encumbrance = 0; 754 contr->encumbrance = 0;
855 755
856 op->attacktype = 0; 756 attacktype = 0;
757
857 op->contr->digestion = 0; 758 contr->digestion = 0;
858 op->contr->gen_hp = 0; 759 contr->gen_hp = 0;
859 op->contr->gen_sp = 0; 760 contr->gen_sp = 0;
860 op->contr->gen_grace = 0; 761 contr->gen_grace = 0;
861 op->contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
862 op->contr->item_power = 0; 763 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 } 764 }
873 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
874 765
766 for (int i = NUM_BODY_LOCATIONS; i--; )
767 slot[i].used = slot[i].info;
768
875 op->slaying = 0; 769 slaying = 0;
876 770
877 if (!QUERY_FLAG (op, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
878 {
879 CLEAR_FLAG (op, FLAG_XRAYS);
880 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
881 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
882 776
883 CLEAR_FLAG (op, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
884 CLEAR_FLAG (op, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
885 CLEAR_FLAG (op, FLAG_BLIND); 779 this->clr_flag (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);
894 780
895 op->path_attuned = op->arch->clone.path_attuned; 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
896 op->path_repelled = op->arch->clone.path_repelled; 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
897 op->path_denied = op->arch->clone.path_denied; 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
898 op->glow_radius = op->arch->clone.glow_radius; 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
899 op->move_type = op->arch->clone.move_type; 785
900 op->chosen_skill = NULL; 786 path_attuned = arch->path_attuned;
787 path_repelled = arch->path_repelled;
788 path_denied = arch->path_denied;
789 glow_radius = arch->glow_radius;
790 move_type = arch->move_type;
901 791
902 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
903 * archetype clone 793 * archetype clone
904 */ 794 */
905 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
906 796
907 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
908 { 798 {
909 if (op->resist[i] > 0) 799 if (resist[i] > 0)
910 prot[i] = op->resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
911 else 801 else
912 vuln[i] = -(op->resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
803
913 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
914 } 805 }
915 806
916 wc = op->arch->clone.stats.wc; 807 wc = arch->stats.wc;
917 op->stats.dam = op->arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
918 809
919 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
920 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
921 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
922 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
923 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
924 * that their protection from physical goes down 815 * that their protection from physical goes down
925 */ 816 */
926 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
927 { 818 {
928 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
929 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
930 } 821 }
931 else 822 else
932 ac = op->arch->clone.stats.ac; 823 ac = arch->stats.ac;
933 824
934 op->stats.luck = op->arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
935 op->speed = op->arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
936 829
937 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
938 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
939 */ 832 */
940
941 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
942 { 834 {
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 835 /* This happens because apply_potion calls change_abil with the potion
950 * applied so we can tell the player what chagned. But change_abil 836 * applied so we can tell the player what changed. But change_abil
951 * then calls this function. 837 * then calls this function.
952 */ 838 */
953 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
954 {
955 continue; 840 continue;
956 } 841
842 glow_radius += tmp->glow_radius;
957 843
958 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
959 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
960 { 846 {
961 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
964 if (!mana_obj) 850 if (!mana_obj)
965 mana_obj = tmp; 851 mana_obj = tmp;
966 else if (tmp->level > mana_obj->level) 852 else if (tmp->level > mana_obj->level)
967 mana_obj = tmp; 853 mana_obj = tmp;
968 } 854 }
855
969 if (IS_GRACE_SKILL (tmp->subtype)) 856 if (IS_GRACE_SKILL (tmp->subtype))
970 { 857 {
971 if (!grace_obj) 858 if (!grace_obj)
972 grace_obj = tmp; 859 grace_obj = tmp;
973 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
974 grace_obj = tmp; 861 grace_obj = tmp;
975 } 862 }
976 } 863 }
977 864
978 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
979 * objects need to make adjustments. 866 * objects need to make adjustments.
980 * This block should handle all player specific changes 867 * This block should handle all player specific changes
981 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
982 * in the praying skill, and the player should always get those. 869 * 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, 870 * 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 871 * because the skill shouldn't count against body positions being used
985 * up, etc. 872 * up, etc.
986 */ 873 */
987 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 874 if ((tmp->flag [FLAG_APPLIED]
875 && tmp->type != CONTAINER
876 && tmp->type != CLOSE_CON
877 && tmp->type != SPELL)
988 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
989 { 879 {
990 if (op->type == PLAYER) 880 if (type == PLAYER)
991 { 881 {
992 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
993 op->contr->ranges[range_bow] = tmp;
994 883
995 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
996 op->contr->ranges[range_misc] = tmp;
997
998 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
999 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
1000 886
1001 /* these are the items that currently can change digestion, regeneration, 887 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 { 888 {
1012 op->contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1013 op->contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1014 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1015 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1016 op->contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1017 op->contr->item_power += tmp->item_power;
1018 } 895 }
1019 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1020 902
1021 /* Update slots used for items */ 903 /* Update slots used for items */
1022 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
906 slot[i].used += tmp->slot[i].info;
907
908 if (tmp->type == SYMPTOM)
909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
910
911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
912 * (Negative protections are calculated exactly like positive.)
913 * Resistance from potions are treated special as well. If there's
914 * more than one potion-effect, the bigger prot.-value is taken.
915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1023 { 928 {
1024 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 929 attacktype |= tmp->attacktype;
1025 op->body_used[i] += tmp->body_info[i]; 930 path_attuned |= tmp->path_attuned;
931 path_repelled |= tmp->path_repelled;
932 path_denied |= tmp->path_denied;
933 move_type |= tmp->move_type;
934 stats.luck += tmp->stats.luck;
1026 } 935 }
1027 936
1028 if (tmp->type == SYMPTOM) 937 flag |= tmp->flag & copy_flags;
938
939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
940 this->set_flag (FLAG_UNDEAD);
941
942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1029 { 944 {
1030 speed_reduce_from_disease = tmp->last_sp / 100.0;
1031 if (speed_reduce_from_disease == 0)
1032 speed_reduce_from_disease = 1;
1033 }
1034
1035 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1036 * (Negative protections are calculated extactly like positive.)
1037 * Resistance from potions are treated special as well. If there's
1038 * more than one potion-effect, the bigger prot.-value is taken.
1039 */
1040 if (tmp->type != POTION)
1041 {
1042 for (i = 0; i < NROFATTACKS; i++)
1043 {
1044 /* Potential for cursed potions, in which case we just can use
1045 * a straight MAX, as potion_resist is initialized to zero.
1046 */
1047 if (tmp->type == POTION_EFFECT)
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 }
1060
1061 /* There may be other things that should not adjust the attacktype */
1062 if (tmp->type != BOW && tmp->type != SYMPTOM)
1063 op->attacktype |= tmp->attacktype;
1064
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))
1087 SET_FLAG (op, FLAG_UNDEAD);
1088
1089 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1090 {
1091 SET_FLAG (op, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1092 op->invisible = 1; 946 invisible = 1;
1093 } 947 }
1094 948
1095 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1096 { 950 {
1097 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1098 { 952 {
1099 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1100 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1101 } 955 }
1102 else 956 else
1103 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1104 } 958 }
1105 959
1106 switch (tmp->type) 960 switch (tmp->type)
1107 { 961 {
1108 /* skills modifying the character -b.t. */
1109 /* for all skills and skill granting objects */
1110 case SKILL: 962 case SKILL:
1111 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1112 break; 966 break;
1113 967
1114 if (IS_COMBAT_SKILL (tmp->subtype))
1115 wc_obj = tmp;
1116
1117 if (op->chosen_skill) 968 if (chosen_skill)
1118 { 969 {
1119 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
1120 } 976 }
977
1121 op->chosen_skill = tmp; 978 chosen_skill = tmp;
979
1122 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1123 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1124 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1125 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1126 if (weapon_speed < 0) 984
1127 weapon_speed = 0;
1128 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1129 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
1130 if (tmp->magic) 988 if (tmp->magic)
1131 op->stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1132 } 990 }
991
1133 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1134 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1135 994
1136 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1137 op->slaying = tmp->slaying; 996 slaying = tmp->slaying;
1138 997
1139 if (tmp->stats.ac) 998 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; 999 ac -= tmp->stats.ac + tmp->magic;
1000
1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1003 }
1004
1005 break;
1006
1007 case SHIELD:
1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1011 case RING:
1012 case AMULET:
1013 case GIRDLE:
1014 case HELMET:
1015 case BOOTS:
1016 case GLOVES:
1017 case CLOAK:
1018 if (tmp->stats.wc)
1019 wc -= tmp->stats.wc + tmp->magic;
1020
1021 if (tmp->stats.dam)
1180 op->stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1024 if (tmp->stats.ac)
1025 ac -= tmp->stats.ac + tmp->magic;
1026
1027 break;
1028
1029 case RANGED:
1030 case BOW:
1031 case WEAPON:
1032 wc -= tmp->stats.wc + tmp->magic;
1033
1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1035 ac -= tmp->stats.ac + tmp->magic;
1036
1037 stats.dam += tmp->stats.dam + tmp->magic;
1181 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1182 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1040
1183 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1184 weapon_speed = 0; 1042 weapon_speed = 0;
1043
1185 op->slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1045
1186 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1188 * go. 1048 * go.
1189 */ 1049 */
1190 op->current_weapon = tmp; 1050
1051 if (type == PLAYER)
1191 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1052 if (settings.spell_encumbrance)
1192 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1193 1054
1194 break; 1055 break;
1195 1056
1196 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 op->contr->encumbrance += (int) tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1199 1060
1200 case BRACERS: 1061 case BRACERS:
1201 case FORCE: 1062 case FORCE:
1202 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1203 { 1064 {
1204 if (best_wc < tmp->stats.wc + tmp->magic) 1065 if (best_wc < tmp->stats.wc + tmp->magic)
1205 { 1066 {
1206 wc += best_wc; 1067 wc += best_wc;
1207 best_wc = tmp->stats.wc + tmp->magic; 1068 best_wc = tmp->stats.wc + tmp->magic;
1208 } 1069 }
1209 else 1070 else
1210 wc += tmp->stats.wc + tmp->magic; 1071 wc += tmp->stats.wc + tmp->magic;
1211 } 1072 }
1073
1212 if (tmp->stats.ac) 1074 if (tmp->stats.ac)
1213 { 1075 {
1214 if (best_ac < tmp->stats.ac + tmp->magic) 1076 if (best_ac < tmp->stats.ac + tmp->magic)
1215 { 1077 {
1216 ac += best_ac; /* Remove last bonus */ 1078 ac += best_ac; /* Remove last bonus */
1217 best_ac = tmp->stats.ac + tmp->magic; 1079 best_ac = tmp->stats.ac + tmp->magic;
1218 } 1080 }
1219 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1220 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1221 } 1083 }
1084
1222 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1223 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1087
1224 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1225 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1090
1091 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1093
1228 break; 1094 break;
1229 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1230 } /* item is equipped */ 1096 } /* item is equipped */
1231 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1232 1100
1233 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1235 */ 1103 */
1236 1104
1237 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1238 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1110 */
1243 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1112 {
1245 op->resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1246 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1114
1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1247 op->resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1118 }
1119
1120 if (type == PLAYER)
1248 } 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1249 1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1250 /* Figure out the players sp/mana/hp totals. */ 1130 /* Figure out the players sp/mana/hp totals. */
1251 if (op->type == PLAYER)
1252 {
1253 int pl_level; 1131 int pl_level;
1254 1132
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! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1134
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1137 */
1264 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1140 {
1266 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1142
1267 if (i % 2 && con_bonus[op->stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1268 {
1269 if (con_bonus[op->stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1270 j++; 1145 j++;
1271 else 1146 else
1272 j--; 1147 j--;
1273 } 1148
1274 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1275 } 1150 }
1276 1151
1277 for (i = 11; i <= op->level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1278 op->stats.maxhp += 2;
1279 1153
1280 if (op->stats.hp > op->stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1281 op->stats.hp = op->stats.maxhp; 1155 stats.hp = stats.maxhp;
1282 1156
1283 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1284 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1285 */ 1159 */
1286 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1287 if (!mana_obj) 1161 if (!mana_obj)
1288 mana_obj = op; 1162 mana_obj = this;
1163
1289 if (!grace_obj) 1164 if (!grace_obj)
1290 grace_obj = op; 1165 grace_obj = this;
1166
1291 /* set maxsp */ 1167 /* set maxsp */
1292 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1168 if (!mana_obj || !mana_obj->level || type != PLAYER)
1293 mana_obj = op; 1169 mana_obj = this;
1294 1170
1295 if (mana_obj == op && op->type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1296 {
1297 op->stats.maxsp = 1; 1172 stats.maxsp = 1;
1298 }
1299 else 1173 else
1300 { 1174 {
1301 sp_tmp = 0.0; 1175 float sp_tmp = 0.f;
1176
1302 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1303 { 1178 {
1304 float stmp; 1179 float stmp;
1305 1180
1306 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1307 if (i < 2) 1182 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); 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1310 }
1311 else 1184 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; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 } 1186
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1318 } 1188 }
1319 op->stats.maxsp = (int) sp_tmp;
1320 1189
1321 for (i = 11; i <= mana_obj->level; i++) 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322 op->stats.maxsp += 2;
1323 } 1191 }
1192
1324 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1325 if (op->stats.sp > op->stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1326 op->stats.sp = op->stats.maxsp * 2;
1327 1195
1328 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1329 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1330 grace_obj = op; 1198 grace_obj = this;
1331 1199
1332 if (grace_obj == op && op->type == PLAYER) 1200 if (grace_obj == this && type == PLAYER)
1333 {
1334 op->stats.maxgrace = 1; 1201 stats.maxgrace = 1;
1335 }
1336 else 1202 else
1337 { 1203 {
1338 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1208 */
1343 sp_tmp = 0.0; 1209 float sp_tmp = 0.f;
1344 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1212 {
1346 float grace_tmp = 0.0; 1213 float grace_tmp = 0.f;
1347 1214
1348 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1349 if (i < 2) 1216 if (i < 2)
1350 { 1217 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 1218 else
1355 { 1219 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] 1220
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; 1221 sp_tmp += max (1.f, grace_tmp);
1362 } 1222 }
1363 op->stats.maxgrace = (int) sp_tmp;
1364 1223
1365 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 op->stats.maxgrace += 2;
1368 } 1226 }
1227
1369 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1370 1229
1371 if (op->contr->braced) 1230 if (contr->braced)
1372 { 1231 {
1373 ac += 2; 1232 ac += 2;
1374 wc += 4; 1233 wc += 4;
1375 } 1234 }
1376 else 1235 else
1377 ac -= dex_bonus[op->stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1378 1237
1379 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1380 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1381 * not the general player level -b.t. 1240 * not the general player level -b.t.
1382 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1383 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1384 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1385 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1389 */ 1248 */
1249 object *wc_obj = chosen_skill;
1390 1250
1391 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1252 {
1393 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1254
1394 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1395 { 1256 {
1396 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1258 if (!(i % 6))
1398 wc--; 1259 wc--;
1260
1399 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1264 }
1403 } 1265 }
1404 else 1266 else
1405 wc -= (op->level + thaco_bonus[op->stats.Str]); 1267 wc -= level + thaco_bonus[stats.Str];
1406 1268
1407 op->stats.dam += dam_bonus[op->stats.Str]; 1269 stats.dam += dam_bonus[stats.Str];
1408 1270
1409 if (op->stats.dam < 1) 1271 if (stats.dam < 1)
1410 op->stats.dam = 1; 1272 stats.dam = 1;
1411 1273
1412 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1275
1413 if (settings.search_items && op->contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1414 op->speed -= 1; 1277 speed -= 1;
1415 if (op->attacktype == 0)
1416 op->attacktype = op->arch->clone.attacktype;
1417
1418 } /* End if player */ 1278 } /* End if player */
1419 1279
1420 if (added_speed >= 0) 1280 if (added_speed >= 0)
1421 op->speed += added_speed / 10.0; 1281 speed += added_speed / 10.f;
1422 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1423 op->speed /= (float) (1.0 - added_speed); 1283 speed /= 1.f - added_speed;
1424 1284
1425 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1426 if (op->speed > max) 1286 speed = min (speed, max_speed);
1427 op->speed = max;
1428 1287
1429 if (op->type == PLAYER) 1288 if (type == PLAYER)
1430 { 1289 {
1431 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1432 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1433 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1434 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1435 */ 1294 */
1436 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1437 if (f > 0) 1296 if (f > 0.f)
1438 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1439 } 1298 }
1440 1299
1441 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1442 1302
1443 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1444 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1445 */ 1305 */
1446 op->speed = op->speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1447 1307
1448 if (op->speed < 0.01 && op->type == PLAYER) 1308 if (speed != old_speed)
1449 op->speed = 0.01; 1309 set_speed (speed);
1450 1310
1451 if (op->type == PLAYER) 1311 if (type == PLAYER)
1452 { 1312 {
1453 float M, W, s, D, K, S, M2;
1454
1455 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1456 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1457 * all of these could be subbed into one big equation, but 1315 * all of these could be subbed into one big equation, but
1458 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1459 */ 1317 */
1460 M = (max_carry[op->stats.Str] - 121) / 121.0; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1461 M2 = max_carry[op->stats.Str] / 100.0; 1319 float M2 = max_carry[stats.Str] / 100.f;
1462 W = weapon_weight / 20000.0; 1320 float W = weapon_weight / 20000.f;
1463 s = 2 - weapon_speed / 10.0; 1321 float s = (20 - weapon_speed) / 10.f;
1464 D = (op->stats.Dex - 14) / 14.0; 1322 float D = (stats.Dex - 14) / 14.f;
1465 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1323 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; 1324
1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1467 if (K <= 0) 1327 if (K <= 0.01f)
1468 K = 0.01; 1328 K = 0.01f;
1469 S = op->speed / (K * s); 1329
1470 op->contr->weapon_sp = S; 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1471 } 1331 }
1332
1472 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1473 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1474 op->stats.dam = op->arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1475 1336
1476 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1477 * should be more than enough - remember, AC is also in 8 bits, 1338 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 1339
1492 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1493 * give them walking as a default. 1341 * give them walking as a default.
1494 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1495 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1496 * one or the other. 1344 * one or the other.
1497 */ 1345 */
1498 if (op->move_type == 0) 1346 if (move_type == 0)
1499 op->move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1500 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1501 op->move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1502 1350
1503 update_ob_speed (op); 1351 // now apply the new move_type
1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1504 1354
1505 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1506 * so we will check that now. 1356 * so we will check that now.
1507 */ 1357 */
1508 if (op->type == PLAYER) 1358 if (is_player ())
1509 esrv_update_spells (op->contr); 1359 contr->update_spells ();
1510}
1511 1360
1512/* 1361 // update the mapspace, if we are on a map
1513 * Returns true if the given player is a legal class. 1362 if (!flag [FLAG_REMOVED] && map)
1514 * The function to add and remove class-bonuses to the stats doesn't 1363 map->at (x, y).flags_ = 0;
1515 * check if the stat becomes negative, thus this function 1364}
1516 * merely checks that all stats are 1 or more, and returns
1517 * false otherwise.
1518 */
1519 1365
1520int 1366void
1521allowed_class (const object *op) 1367object::set_glow_radius (sint8 rad)
1522{ 1368{
1523 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1369 glow_radius = rad;
1524 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1525} 1380}
1526 1381
1527/* 1382/*
1528 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1529 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1530 * eventually change the player's face and animation) 1385 * 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 */ 1386 */
1537void 1387void
1538set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1539{ 1389{
1540 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1558 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1559 or else at random */ 1409 or else at random */
1560 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1561 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1562 1412
1563 level = (int) (level / 5.);
1564
1565 /* now set the new title */ 1413 /* now set the new title */
1566 if (pl->contr != NULL)
1567 {
1568 if (level == 0)
1569 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 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]); 1415 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]); 1416 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]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1576 else 1418 else
1577 { 1419 {
1578 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1579 if (skin->resist[atnr] > 80)
1580 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 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]); 1422 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]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1585 }
1586 } 1424 }
1587 1425
1588 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1589} 1427}
1590 1428
1591/* 1429/*
1592 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1593 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1594 * or change the ability-focus. 1432 * or change the ability-focus.
1595 */ 1433 */
1596void 1434static void
1597dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1598{ 1436{
1599 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1600 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1601 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1602 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1603 1441
1604 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1605 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1606 {
1607 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1608 { 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1609 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1610 abil = tmp; 1446 abil = tmp;
1611 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1612 skin = tmp; 1448 skin = tmp;
1613 } 1449
1614 }
1615 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1616 if (abil == NULL) 1451 if (abil == NULL)
1617 return; 1452 return;
1618 1453
1619 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1620 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1621 */ 1456 */
1622 if (who->level > abil->level) 1457 if (who->level > abil->level)
1623 { 1458 {
1624 /* increase our focused ability */ 1459 /* increase our focused ability */
1625 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1660 object *skill_obj; 1495 object *skill_obj;
1661 1496
1662 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1663 if (!skill_obj) 1498 if (!skill_obj)
1664 { 1499 {
1665 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1666 return NULL; 1501 return NULL;
1667 } 1502 }
1503
1668 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1669 * still doesn't know it. 1505 * still doesn't know it.
1670 */ 1506 */
1671 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1672 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1673 skill_obj->level = 1; 1509 skill_obj->level = 1;
1674 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1675 if (op->contr) 1511
1676 { 1512 if (player *pl = op->contr)
1677 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1513 pl->link_skills ();
1678 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1514
1679 }
1680 return skill_obj; 1515 return skill_obj;
1681} 1516}
1682
1683 1517
1684/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1685 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1686 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1687 * don't really gain levels 1521 * don't really gain levels
1690 */ 1524 */
1691void 1525void
1692player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1693{ 1527{
1694 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1695 1530
1696 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1697 op = who; 1532 op = who;
1698 1533
1699 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1700 { 1535 {
1536 changed = true;
1537
1701 op->level++; 1538 op->level++;
1702 1539
1703 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1704 dragon_level_gain (who); 1541 dragon_level_gain (who);
1705 1542
1706 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1707 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1708 { 1545 {
1709 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1710 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1711 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1712 } 1549 }
1713 1550
1714 fix_player (who);
1715 if (op->level > 1) 1551 if (op->level > 1)
1716 { 1552 {
1717 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1718 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1719 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1720 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1721 if (who) 1564 if (who)
1722 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1723 } 1566 }
1724 player_lvl_adj (who, op); /* To increase more levels */
1725 } 1567 }
1568
1726 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1727 { 1570 {
1571 changed = true;
1572
1728 op->level--; 1573 op->level--;
1729 fix_player (who); 1574
1730 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1731 { 1576 {
1732 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 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); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1734 } 1579 }
1735 player_lvl_adj (who, op); /* To decrease more levels */
1736 } 1580 }
1737 /* check if the spell data has changed */ 1581
1738 esrv_update_spells (who->contr); 1582 if (changed)
1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1739} 1584}
1740 1585
1741/* 1586/*
1742 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1743 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1744 */ 1589 */
1745 1590
1746sint64 1591sint64
1747level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1748{ 1593{
1749 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1750 return (sint64) (expmul * levels[settings.max_level]);
1751 return (sint64) (expmul * levels[level]);
1752} 1595}
1753 1596
1754/* 1597/*
1755 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1756 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1762calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1763{ 1606{
1764 int p_exp_min; 1607 int p_exp_min;
1765 1608
1766 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1767 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1768 * to get the fraction */ 1611 * to get the fraction */
1769 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1770 1613
1771 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1772 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1775 if (op->perm_exp < 0) 1618 if (op->perm_exp < 0)
1776 op->perm_exp = 0; 1619 op->perm_exp = 0;
1777 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1620 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1778 op->perm_exp = MAX_EXPERIENCE; 1621 op->perm_exp = MAX_EXPERIENCE;
1779} 1622}
1780
1781 1623
1782/* Add experience to a player - exp should only be positive. 1624/* Add experience to a player - exp should only be positive.
1783 * Updates permanent exp for the skill we are adding to. 1625 * Updates permanent exp for the skill we are adding to.
1784 * skill_name is the skill to add exp to. Skill name can be 1626 * skill_name is the skill to add exp to. Skill name can be
1785 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1786 * total, but not any particular skill. 1628 * total, but not any particular skill.
1787 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1788 */ 1630 */
1789
1790static void 1631static void
1791add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1792{ 1633{
1793 object *skill_obj = NULL; 1634 object *skill_obj;
1794 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1795 int i;
1796 1636
1797 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1798 if (op->contr->braced) 1638 if (op->contr->braced)
1799 exp = exp / 5; 1639 exp /= 5;
1800 1640
1801 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1802 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1803 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1804 * the players inventory. 1644 * the players inventory.
1805 */ 1645 */
1646 skill_obj = 0;
1647
1806 if (skill_name) 1648 if (skill_name)
1807 { 1649 {
1808 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 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 1651
1819 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1820 * it to the player if necessary 1653 * it to the player if necessary
1821 */ 1654 */
1822 if (!skill_obj) 1655 if (!skill_obj)
1823 { 1656 {
1824 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1825 return; 1658 return;
1659
1826 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1827 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1828 }
1829 } 1662 }
1830 } 1663 }
1831 1664
1832 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1833 { 1666 {
1834 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1835 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1836 */ 1669 */
1837 exp_to_add = exp; 1670 exp_to_add = exp;
1838 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1839 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1840 exp_to_add = limit; 1673 exp_to_add = limit;
1841 1674
1842 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1843 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1850 } 1683 }
1851 1684
1852 if (skill_obj) 1685 if (skill_obj)
1853 { 1686 {
1854 exp_to_add = exp; 1687 exp_to_add = exp;
1855 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1856 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1857 exp_to_add = limit; 1690 exp_to_add = limit;
1858 1691
1859 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1860 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1866 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1867 } 1700 }
1868} 1701}
1869 1702
1870/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1871 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1872 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1873 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1874 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1875 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1876 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1877 */ 1710 */
1878sint64 1711static sint64
1879check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1880{ 1713{
1881 sint64 del_exp; 1714 sint64 del_exp;
1882 1715
1883 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1884 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1885 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1886 { 1720 {
1887 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1888 if (del_exp < 0) 1723 if (del_exp < 0)
1889 del_exp = 0; 1724 del_exp = 0;
1725
1890 if (exp > del_exp) 1726 if (exp > del_exp)
1891 exp = del_exp; 1727 exp = del_exp;
1892 } 1728 }
1729
1893 return exp; 1730 return exp;
1894} 1731}
1895 1732
1896sint64 1733sint64
1897check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1898{ 1735{
1899 if (exp < 0) 1736 if (exp < 0)
1900 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1901 else 1738 else
1902 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1903} 1740}
1904
1905 1741
1906/* Subtracts experience from player. 1742/* Subtracts experience from player.
1907 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1908 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1909 * this subtracts a portion from all 1745 * this subtracts a portion from all
1914 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1915 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1916 * a postive number. 1752 * a postive number.
1917 */ 1753 */
1918static void 1754static void
1919subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1920{ 1756{
1921 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1922 object *tmp; 1758 object *tmp;
1923 sint64 del_exp; 1759 sint64 del_exp;
1924 1760
1925 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1926 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1927 { 1763 {
1928 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1929 { 1765 {
1930 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1931 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1933 } 1769 }
1934 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1935 { 1771 {
1936 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1937 * to match a specific skill. 1773 * to match a specific skill.
1938 */ 1774 */
1939 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1940 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1941 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1942 } 1778 }
1943 } 1779 }
1780
1944 if (flag != SK_SUBTRACT_SKILL_EXP) 1781 if (flag != SK_SUBTRACT_SKILL_EXP)
1945 { 1782 {
1946 del_exp = check_exp_loss (op, exp); 1783 del_exp = check_exp_loss (op, exp);
1947 op->stats.exp -= del_exp; 1784 op->stats.exp -= del_exp;
1948 player_lvl_adj (op, NULL); 1785 player_lvl_adj (op, NULL);
1949 } 1786 }
1950} 1787}
1951
1952
1953 1788
1954/* change_exp() - changes experience to a player/monster. This 1789/* change_exp() - changes experience to a player/monster. This
1955 * does bounds checking to make sure we don't overflow the max exp. 1790 * does bounds checking to make sure we don't overflow the max exp.
1956 * 1791 *
1957 * The exp passed is typically not modified much by this function - 1792 * The exp passed is typically not modified much by this function -
1958 * it is assumed the caller has modified the exp as needed. 1793 * it is assumed the caller has modified the exp as needed.
1959 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1960 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1961 * these last two values are only used for players. 1796 * these last two values are only used for players.
1962 */ 1797 */
1963
1964void 1798void
1965change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1966{ 1800{
1967
1968#ifdef EXP_DEBUG 1801#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); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1973# endif
1974#endif 1803#endif
1975 1804
1976 /* safety */ 1805 /* safety */
1977 if (!op) 1806 if (!op)
1978 { 1807 {
1984 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
1985 */ 1814 */
1986 if (exp == 0) 1815 if (exp == 0)
1987 return; 1816 return;
1988 1817
1989 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
1990 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
1991 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
1992 * worth. 1821 * worth.
1993 */ 1822 */
1994 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
1995 { 1824 {
1996 /* Sanity check */ 1825 /* Sanity check */
1997 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
1998 return; 1827 return;
1999 1828
2000 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
2001 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2002 * more than max exp, just return. 1831 * more than max exp, just return.
2017 else 1846 else
2018 /* note that when you lose exp, it doesn't go against 1847 /* note that when you lose exp, it doesn't go against
2019 * a particular skill, so we don't need to pass that 1848 * a particular skill, so we don't need to pass that
2020 * along. 1849 * along.
2021 */ 1850 */
2022 subtract_player_exp (op, FABS (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
2023
2024 } 1852 }
2025} 1853}
2026 1854
2027/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
2028 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
2029 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
2030 */ 1858 */
2031
2032void 1859void
2033apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
2034{ 1861{
2035 object *tmp;
2036 sint64 loss; 1862 sint64 loss;
2037 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2038 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2039 1865
2040 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2041 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
2042 { 1868 {
2043
2044 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 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)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2046 1871
2047 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2048 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2049 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2050 * tables is a lot harder. 1875 * tables is a lot harder.
2051 */ 1876 */
2052 if (level_loss < 0) 1877 if (level_loss < 0)
2053 level_loss = 0; 1878 level_loss = 0;
2054 1879
2055 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2056 1881
2057 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2058 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2059 } 1884 }
2060 1885
2061 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 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)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
2063 if (level_loss < 0) 1889 if (level_loss < 0)
2064 level_loss = 0; 1890 level_loss = 0;
1891
2065 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2066 1893
2067 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2068 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2069} 1896}
2070 1897
2081 if (level > MAX_SAVE_LEVEL) 1908 if (level > MAX_SAVE_LEVEL)
2082 level = MAX_SAVE_LEVEL; 1909 level = MAX_SAVE_LEVEL;
2083 1910
2084 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1911 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2085 return 0; 1912 return 0;
1913
2086 return 1; 1914 return 1;
2087} 1915}

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