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Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.97 by elmex, Fri Aug 28 22:19:38 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 234
270/* 235/*
271 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274
275void 239void
276change_attr_value (living * stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
277{ 241{
278 if (value == 0) 242 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 243}
334 244
335/* 245/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 247 * 1-30 stat limit.
338 */ 248 */
339
340void 249void
341check_stat_bounds (living * stats) 250check_stat_bounds (living *stats)
342{ 251{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
347 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 256 }
350} 257}
351 258
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 260
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
363/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 271 * the object.
365 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 273 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 279 * that gives them that ability.
373 */ 280 */
374int 281int
375change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
376{ 283{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
378 char message[MAX_BUF]; 286 char message[MAX_BUF];
379 int potion_max = 0; 287 int potion_max = 0;
380 288
381 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 291 MoveType prev_move_type = op->move_type;
384 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 295
387 if (op->type == PLAYER) 296 if (op->type == PLAYER)
388 { 297 {
389 if (tmp->type == POTION) 298 if (tmp->type == POTION)
390 { 299 {
391 potion_max = 1; 300 potion_max = 1;
301
392 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
393 { 303 {
394 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
395 305 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 306
399 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
401 309
402 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
405 * to allow for that. 312 * to allow for that.
406 */ 313 */
407 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 315 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 317 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 318
412 }
413 if (nstat != ostat) 319 if (nstat != ostat)
414 { 320 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 322 potion_max = 0;
417 } 323 }
418 else if (i) 324 else if (i)
419 { 325 {
420 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 327 potion_max = 1;
422 } 328 }
423 } 329 }
330
424 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 333 * recalculates this anyway.
427 */ 334 */
428 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
430 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 339 } /* end of potion handling code */
432 } 340 }
433 341
434 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 343 * everything to set
436 */ 344 */
437 if (flag == -1) 345 if (flag == -1)
438 { 346 {
439 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 352 * and not the other move_ fields.
445 */ 353 */
446 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
447 } 355 }
448 356
449 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
452 */ 360 */
453 fix_player (op); 361 op->update_stats ();
454 362
455 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 364 * print out message if this is a bow.
457 */ 365 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 367 {
460 success = 1; 368 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 370 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 373 {
465 success = 1; 374 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 376 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
469 { 379 {
470 success = 1; 380 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 382 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 385 {
475 success = 1; 386 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 388 }
389
478 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
483 */ 395 */
484 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
485 { 397 {
486 success = 1; 398 success = 1;
487 399
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
490 */ 402 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 404 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 406 }
495 407
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
509 } 422 }
510 423
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 425 * originally undead may change their status
513 */ 426 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 429 {
517 success = 1; 430 success = 1;
518 if (flag > 0) 431 if (flag > 0)
519 { 432 {
520 op->race = "undead"; 433 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 435 }
523 else 436 else
524 { 437 {
525 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 440 }
528 } 441 }
529 442
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 450 {
537 success = 1; 451 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 453 }
454
540 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 456 * vision
542 */ 457 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
544 { 459 {
545 success = 1; 460 success = 1;
546 if (flag > 0) 461 if (flag > 0)
547 { 462 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else 465 else
551 { 466 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
555 op->contr->do_los = 1; 470 op->contr->do_los = 1;
556 } 471 }
557 } 472 }
558 else 473 else
559 { 474 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562 else 477 else
563 { 478 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
567 op->contr->do_los = 1; 482 op->contr->do_los = 1;
568 } 483 }
569 } 484 }
570 } 485 }
571 486
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
573 { 488 {
574 success = 1; 489 success = 1;
575 if (op->type == PLAYER) 490 if (op->type == PLAYER)
576 op->contr->do_los = 1; 491 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 } 493 }
579 494
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 496 {
582 success = 1; 497 success = 1;
583 if (flag > 0) 498 if (flag > 0)
584 { 499 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587 else 502 else
588 { 503 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 505 if (op->type == PLAYER)
591 op->contr->do_los = 1; 506 op->contr->do_los = 1;
592 } 507 }
593 } 508 }
594 else 509 else
595 { 510 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598 else 513 else
599 { 514 {
600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601 if (op->type == PLAYER) 516 if (op->type == PLAYER)
634 success = 1; 549 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 551 }
637 552
638 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
640 { 555 {
641 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
643 558
644 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
645 { 560 {
646 success = 1; 561 success = 1;
562
647 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
648 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]);
649 else 565 else
650 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]);
651 567
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 569 }
654 } 570 }
655 571
656 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
659 { 574 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 575 {
662 success = 1; 576 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 578 }
665 } 579
666 }
667 return success; 580 return success;
668} 581}
669 582
670/* 583/*
671 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 586 */
674
675void 587void
676drain_stat (object *op) 588object::drain_stat ()
677{ 589{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
679} 591}
680 592
681void 593void
682drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
683{ 595{
684 object *tmp; 596 object *tmp;
685 archetype *at; 597 archetype *at;
686 598
687 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (ARCH_DEPLETION);
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 603 return;
692 } 604 }
693 else 605 else
694 { 606 {
695 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
696 if (!tmp) 609 if (!tmp)
697 { 610 {
698 tmp = arch_to_object (at); 611 tmp = arch_to_object (at);
699 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 613 SET_FLAG (tmp, FLAG_APPLIED);
701 } 614 }
702 } 615 }
703 616
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 619 update_stats ();
707} 620}
708 621
709/* 622/*
710 * 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.
711 * via an applied bad_luck object. 624 * via an applied bad_luck object.
712 */ 625 */
713
714void 626void
715change_luck (object *op, int value) 627object::change_luck (int value)
716{ 628{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 629 archetype *at = archetype::find ("luck");
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
727 if (!tmp) 636 if (!tmp)
728 { 637 {
729 if (!value) 638 if (!value)
730 return; 639 return;
640
731 tmp = arch_to_object (at); 641 tmp = arch_to_object (at);
732 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 643 SET_FLAG (tmp, FLAG_APPLIED);
734 } 644 }
645
735 if (value) 646 if (value)
736 { 647 {
737 /* 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
738 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 650 * in op itself).
740 */ 651 */
741 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
742 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
743 { 655 {
744 op->stats.luck += value; 656 stats.luck += value;
745 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
746 } 658 }
747 } 659 }
748 else 660 else
749 { 661 {
750 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
751 {
752 return; 663 return;
753 } 664
754 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
756 */ 667 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 669 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 671
761 op->stats.luck += diff; 672 stats.luck += diff;
762 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
763 } 674 }
764 } 675 }
765 } 676 }
766} 677}
767 678
768/* 679/*
769 * 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.
770 */ 681 */
771
772void 682void
773remove_statbonus (object *op) 683object::remove_statbonus ()
774{ 684{
775 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
777 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 691}
790 692
791/* 693/*
792 * 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.
793 */ 695 */
794
795void 696void
796add_statbonus (object *op) 697object::add_statbonus ()
797{ 698{
798 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
800 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
813 746
814/* 747/*
815 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
820 */ 753 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
824 */ 756 */
825
826void 757void
827fix_player (object *op) 758object::update_stats ()
828{ 759{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
835 767
836 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 769 if (type == PLAYER)
838 { 770 {
839 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
840 { 772 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 773
842 }
843 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 775 contr->encumbrance = 0;
845 776
846 op->attacktype = 0; 777 attacktype = 0;
778
847 op->contr->digestion = 0; 779 contr->digestion = 0;
848 op->contr->gen_hp = 0; 780 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 781 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 782 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 784 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 785 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 786
787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
789
865 op->slaying = 0; 790 slaying = 0;
866 791
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 793 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 794 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 796 }
872 797
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 801
885 op->path_attuned = op->arch->clone.path_attuned; 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
890 op->chosen_skill = NULL; 813 chosen_skill = 0;
891 814
892 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
893 * archetype clone 816 * archetype clone
894 */ 817 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
896 819
897 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
898 { 821 {
899 if (op->resist[i] > 0) 822 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
901 else 824 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
903 potion_resist[i] = 0; 827 potion_resist[i] = 0;
904 } 828 }
905 829
906 wc = op->arch->clone.stats.wc; 830 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
908 832
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 838 * that their protection from physical goes down
915 */ 839 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 841 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 844 }
921 else 845 else
922 ac = op->arch->clone.stats.ac; 846 ac = arch->stats.ac;
923 847
924 op->stats.luck = op->arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 849 speed = arch->speed;
926 850
927 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
929 */ 853 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
932 { 855 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 858 * then calls this function.
942 */ 859 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 861 continue;
946 } 862
863 glow_radius += tmp->glow_radius;
947 864
948 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
950 { 867 {
951 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
954 if (!mana_obj) 871 if (!mana_obj)
955 mana_obj = tmp; 872 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 873 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 874 mana_obj = tmp;
958 } 875 }
876
959 if (IS_GRACE_SKILL (tmp->subtype)) 877 if (IS_GRACE_SKILL (tmp->subtype))
960 { 878 {
961 if (!grace_obj) 879 if (!grace_obj)
962 grace_obj = tmp; 880 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 882 grace_obj = tmp;
965 } 883 }
966 } 884 }
967 885
968 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 887 * objects need to make adjustments.
970 * This block should handle all player specific changes 888 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
975 * up, etc. 893 * up, etc.
976 */ 894 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
979 { 900 {
980 if (op->type == PLAYER) 901 if (type == PLAYER)
981 { 902 {
982 if (tmp->type == BOW) 903 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 904
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
987 911
988 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 914
991 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1001 { 916 {
1002 op->contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
1004 op->contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power;
1008 } 923 }
1009 } /* if this is a player */ 924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
1010 930
1011 /* Update slots used for items */ 931 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 934 slot[i].used += tmp->slot[i].info;
1016 }
1017 935
1018 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1023 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 939
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 944 */
1030 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1031 { 946 {
1032 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1033 { 948 {
1034 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 951 */
1037 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1038 { 953 {
1039 if (potion_resist[i]) 954 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 956 else
1042 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1043 } 958 }
1044 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 963 }
1049 } 964 }
1050 965
1051 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1053 op->attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 975 }
1060 976
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 977 flag |= tmp->flag & copy_flags;
1062 SET_FLAG (op, FLAG_LIFESAVE);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1064 SET_FLAG (op, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1066 SET_FLAG (op, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075 978
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1078 981
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 983 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 985 invisible = 1;
1083 } 986 }
1084 987
1085 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 989 {
1087 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1088 { 991 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 994 }
1092 else 995 else
1093 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1094 } 997 }
1095 998
1096 switch (tmp->type) 999 switch (tmp->type)
1097 { 1000 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1098 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1100 case SKILL: 1012 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1102 break; 1015 break;
1103 1016
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 1017 if (chosen_skill)
1018 {
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1109 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1110 op->chosen_skill = tmp; 1027 chosen_skill = tmp;
1111 1028
1112 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1033
1116 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1117 weapon_speed = 0; 1035 weapon_speed = 0;
1036
1118 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1039
1120 if (tmp->magic) 1040 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1122 } 1042 }
1123 1043
1124 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1126 1046
1127 if (tmp->slaying != NULL) 1047 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1129 1049
1130 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1052
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1055 }
1134 1056
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1057 break;
1138 1058
1139 case SKILL_TOOL:
1140 if (op->chosen_skill)
1141 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1143 }
1144 op->chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break;
1148
1149 case SHIELD: 1059 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1062 case RING:
1153 case AMULET: 1063 case AMULET:
1154 case GIRDLE: 1064 case GIRDLE:
1155 case HELMET: 1065 case HELMET:
1156 case BOOTS: 1066 case BOOTS:
1157 case GLOVES: 1067 case GLOVES:
1158 case CLOAK: 1068 case CLOAK:
1159 if (tmp->stats.wc) 1069 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1071
1161 if (tmp->stats.dam) 1072 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1074
1163 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1077
1165 break; 1078 break;
1166 1079
1080 case BOW:
1167 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1085
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1088
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1174 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1175 weapon_speed = 0; 1094 weapon_speed = 0;
1095
1176 op->slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1177 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1179 * go. 1100 * go.
1180 */ 1101 */
1181 op->current_weapon = tmp; 1102
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1184 1107
1185 break; 1108 break;
1186 1109
1187 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1190 1113
1191 case BRACERS: 1114 case BRACERS:
1192 case FORCE: 1115 case FORCE:
1193 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1194 { 1117 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1121 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1122 }
1200 else 1123 else
1201 wc += tmp->stats.wc + tmp->magic; 1124 wc += tmp->stats.wc + tmp->magic;
1202 } 1125 }
1126
1203 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1204 { 1128 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1129 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1130 {
1207 ac += best_ac; /* Remove last bonus */ 1131 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1132 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1133 }
1210 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1212 } 1136 }
1137
1213 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1140
1215 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1143
1144 if (ARMOUR_SPEED (tmp))
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1219 break; 1147 break;
1220 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1221 } /* item is equipped */ 1149 } /* item is equipped */
1222 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1223 1153
1224 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1225 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1226 */ 1156 */
1227 1157
1229 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1230 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1163 */
1234 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1235 { 1165 {
1236 op->resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1167
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1170 }
1171
1172 if (type == PLAYER)
1239 } 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1240 1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1241 /* Figure out the players sp/mana/hp totals. */ 1180 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER)
1243 {
1244 int pl_level; 1181 int pl_level;
1245 1182
1246 check_stat_bounds (&(op->stats)); 1183 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1184 pl_level = level;
1248 1185
1249 if (pl_level < 1) 1186 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1188
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1191 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1256 { 1194 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[op->stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1261 j++; 1199 j++;
1262 else 1200 else
1263 j--; 1201 j--;
1264 } 1202
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1204 }
1267 1205
1268 for (i = 11; i <= op->level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1269 op->stats.maxhp += 2;
1270 1207
1271 if (op->stats.hp > op->stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1209 stats.hp = stats.maxhp;
1273 1210
1274 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1212 * relevant experience object (mana_obj, see above)
1276 */ 1213 */
1277 /* following happen when skills system is not used */ 1214 /* following happen when skills system is not used */
1278 if (!mana_obj) 1215 if (!mana_obj)
1279 mana_obj = op; 1216 mana_obj = this;
1217
1280 if (!grace_obj) 1218 if (!grace_obj)
1281 grace_obj = op; 1219 grace_obj = this;
1220
1282 /* set maxsp */ 1221 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1223 mana_obj = this;
1285 1224
1286 if (mana_obj == op && op->type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1226 stats.maxsp = 1;
1289 }
1290 else 1227 else
1291 { 1228 {
1292 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1230
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1294 { 1232 {
1295 float stmp; 1233 float stmp;
1296 1234
1297 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1298 if (i < 2) 1236 if (i < 2)
1299 {
1300 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1238 else
1303 {
1304 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1240
1306 if (stmp < 1.0)
1307 stmp = 1.0;
1308 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1309 } 1242 }
1310 op->stats.maxsp = (int) sp_tmp;
1311 1243
1312 for (i = 11; i <= mana_obj->level; i++) 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1313 op->stats.maxsp += 2;
1314 } 1245 }
1246
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1317 op->stats.sp = op->stats.maxsp * 2;
1318 1249
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1252 grace_obj = this;
1322 1253
1323 if (grace_obj == op && op->type == PLAYER) 1254 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1255 stats.maxgrace = 1;
1326 }
1327 else 1256 else
1328 { 1257 {
1329 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1262 */
1334 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1336 { 1266 {
1337 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1338 1268
1339 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1340 if (i < 2) 1270 if (i < 2)
1341 { 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else 1272 else
1346 { 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1347 grace_tmp = (float) op->contr->levgrace[i] 1274
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0)
1351 grace_tmp = 1.0;
1352 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1353 } 1276 }
1354 op->stats.maxgrace = (int) sp_tmp;
1355 1277
1356 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1357 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1358 op->stats.maxgrace += 2;
1359 } 1280 }
1281
1360 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1361 1283
1362 if (op->contr->braced) 1284 if (contr->braced)
1363 { 1285 {
1364 ac += 2; 1286 ac += 2;
1365 wc += 4; 1287 wc += 4;
1366 } 1288 }
1367 else 1289 else
1368 ac -= dex_bonus[op->stats.Dex]; 1290 ac -= dex_bonus[stats.Dex];
1369 1291
1370 /* In new exp/skills system, wc bonuses are related to 1292 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1293 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1294 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1295 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1380 */ 1302 */
1303 object *wc_obj = chosen_skill;
1381 1304
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1306 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1385 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1386 { 1310 {
1387 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1312 if (!(i % 6))
1389 wc--; 1313 wc--;
1314
1390 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1318 }
1394 } 1319 }
1395 else 1320 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1397 1322
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1399 1324
1400 if (op->stats.dam < 1) 1325 if (stats.dam < 1)
1401 op->stats.dam = 1; 1326 stats.dam = 1;
1402 1327
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1404 if (settings.search_items && op->contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1331 speed -= 1;
1406 if (op->attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype;
1408
1409 } /* End if player */ 1332 } /* End if player */
1410 1333
1411 if (added_speed >= 0) 1334 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1335 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1337 speed /= 1.f - added_speed;
1415 1338
1416 /* Max is determined by armour */ 1339 /* Max is determined by armour */
1417 if (op->speed > max) 1340 speed = min (speed, max_speed);
1418 op->speed = max;
1419 1341
1420 if (op->type == PLAYER) 1342 if (type == PLAYER)
1421 { 1343 {
1422 /* f is a number the represents the number of kg above (positive num) 1344 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1345 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1346 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1347 * much above he is, and what is max carry is
1426 */ 1348 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1349 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1350 if (f > 0.f)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1352 }
1431 1353
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1433 1356
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1357 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1359 */
1437 op->speed = op->speed * speed_reduce_from_disease;
1438
1439 if (op->speed < 0.01 && op->type == PLAYER) 1360 if (speed < 0.04f && type == PLAYER)
1440 op->speed = 0.01; 1361 speed = 0.04f;
1441 1362
1363 if (speed != old_speed)
1364 set_speed (speed);
1365
1442 if (op->type == PLAYER) 1366 if (type == PLAYER)
1443 { 1367 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1450 */ 1372 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1458 if (K <= 0) 1382 if (K <= 0.01f)
1459 K = 0.01; 1383 K = 0.01f;
1460 S = op->speed / (K * s); 1384
1461 op->contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1386 }
1387
1463 /* I want to limit the power of small monsters with big weapons: */ 1388 /* I want to limit the power of small monsters with big weapons: */
1464 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1466 1391
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1469 * so its value is the same.
1470 */
1471 if (wc > 120)
1472 wc = 120;
1473 else if (wc < -120)
1474 wc = -120;
1475 op->stats.wc = wc;
1476
1477 if (ac > 120)
1478 ac = 120;
1479 else if (ac < -120)
1480 ac = -120;
1481 op->stats.ac = ac;
1482 1394
1483 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1396 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1399 * one or the other.
1488 */ 1400 */
1489 if (op->move_type == 0) 1401 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1493
1494 update_ob_speed (op);
1495 1405
1496 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1407 * so we will check that now.
1498 */ 1408 */
1499 if (op->type == PLAYER) 1409 if (type == PLAYER)
1410 {
1411 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1412 esrv_update_spells (contr);
1413 }
1414
1415 // update the mapspace, if we are on a map
1416 if (!flag [FLAG_REMOVED] && map)
1417 map->at (x, y).flags_ = 0;
1418}
1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1433 }
1501} 1434}
1502 1435
1503/* 1436/*
1504 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1438 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1439 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1440 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1441 * false otherwise.
1509 */ 1442 */
1510
1511int 1443int
1512allowed_class (const object *op) 1444allowed_class (const object *op)
1513{ 1445{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1446 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1447 && op->stats.Str > 0
1448 && op->stats.Con > 0
1449 && op->stats.Int > 0
1450 && op->stats.Wis > 0
1451 && op->stats.Pow > 0
1452 && op->stats.Cha > 0;
1516} 1453}
1517 1454
1518/* 1455/*
1519 * set the new dragon name after gaining levels or 1456 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1457 * changing ability focus (later this can be extended to
1521 * eventually change the player's face and animation) 1458 * eventually change the player's face and animation)
1522 *
1523 * Note that the title is written to 'own_title' in the
1524 * player struct. This should be changed to 'ext_title'
1525 * as soon as clients support this!
1526 * Please, anyone, write support for 'ext_title'.
1527 */ 1459 */
1528void 1460void
1529set_dragon_name (object *pl, const object *abil, const object *skin) 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1530{ 1462{
1531 int atnr = -1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1549 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1550 or else at random */ 1482 or else at random */
1551 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1552 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1553 1485
1554 level = (int) (level / 5.);
1555
1556 /* now set the new title */ 1486 /* now set the new title */
1557 if (pl->contr != NULL)
1558 {
1559 if (level == 0)
1560 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1561 else if (level == 1)
1562 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1563 else if (level == 2)
1564 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1565 else if (level == 3)
1566 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1567 else 1491 else
1568 { 1492 {
1569 /* special titles for extra high resistance! */ 1493 /* special titles for extra high resistance! */
1570 if (skin->resist[atnr] > 80)
1571 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1572 else if (skin->resist[atnr] > 50)
1573 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1574 else
1575 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1576 }
1577 } 1497 }
1578 1498
1579 strcpy (pl->contr->own_title, ""); 1499 strcpy (pl->contr->own_title, "");
1580} 1500}
1581 1501
1591 object *skin = NULL; /* pointer to dragon skin force */ 1511 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1513 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1514
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1599 { 1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp; 1519 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1603 skin = tmp; 1521 skin = tmp;
1604 } 1522
1605 }
1606 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1524 if (abil == NULL)
1608 return; 1525 return;
1609 1526
1610 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1651 object *skill_obj; 1568 object *skill_obj;
1652 1569
1653 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1654 if (!skill_obj) 1571 if (!skill_obj)
1655 { 1572 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1657 return NULL; 1574 return NULL;
1658 } 1575 }
1576
1659 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1578 * still doesn't know it.
1661 */ 1579 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1582 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1583 op->insert (skill_obj);
1666 if (op->contr) 1584
1667 { 1585 if (player *pl = op->contr)
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1586 pl->link_skills ();
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1587
1670 }
1671 return skill_obj; 1588 return skill_obj;
1672} 1589}
1673
1674 1590
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1591/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1592 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1593 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1594 * don't really gain levels
1681 */ 1597 */
1682void 1598void
1683player_lvl_adj (object *who, object *op) 1599player_lvl_adj (object *who, object *op)
1684{ 1600{
1685 char buf[MAX_BUF]; 1601 char buf[MAX_BUF];
1602 bool changed = false;
1686 1603
1687 if (!op) /* when rolling stats */ 1604 if (!op) /* when rolling stats */
1688 op = who; 1605 op = who;
1689 1606
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1608 {
1609 changed = true;
1610
1692 op->level++; 1611 op->level++;
1693 1612
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1613 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695 dragon_level_gain (who); 1614 dragon_level_gain (who);
1696 1615
1697 /* Only roll these if it is the player (who) that gained the level */ 1616 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1618 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1622 }
1704 1623
1705 fix_player (who);
1706 if (op->level > 1) 1624 if (op->level > 1)
1707 { 1625 {
1708 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1710 else 1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1711 sprintf (buf, "You are now level %d.", op->level); 1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1636
1712 if (who) 1637 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1639 }
1715 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1640 }
1641
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1643 {
1644 changed = true;
1645
1719 op->level--; 1646 op->level--;
1720 fix_player (who); 1647
1721 if (op->type != PLAYER) 1648 if (op->type != PLAYER)
1722 { 1649 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1652 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1653 }
1654
1655 if (changed)
1727 } 1656 {
1657 who->update_stats ();
1658 esrv_update_stats (who->contr);
1728 /* check if the spell data has changed */ 1659 /* check if the spell data has changed */
1729 esrv_update_spells (who->contr); 1660 esrv_update_spells (who->contr);
1661 }
1730} 1662}
1731 1663
1732/* 1664/*
1733 * Returns how much experience is needed for a player to become 1665 * Returns how much experience is needed for a player to become
1734 * the given level. level should really never exceed max_level 1666 * the given level. level should really never exceed max_level
1737sint64 1669sint64
1738level_exp (int level, double expmul) 1670level_exp (int level, double expmul)
1739{ 1671{
1740 if (level > settings.max_level) 1672 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1673 return (sint64) (expmul * levels[settings.max_level]);
1674
1742 return (sint64) (expmul * levels[level]); 1675 return (sint64) (expmul * levels[level]);
1743} 1676}
1744 1677
1745/* 1678/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1679 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1700 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1701 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1702 op->perm_exp = MAX_EXPERIENCE;
1770} 1703}
1771 1704
1772
1773/* Add experience to a player - exp should only be positive. 1705/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1706 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1707 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1708 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1709 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1710 * flag is what to do if the player doesn't have the skill:
1779 */ 1711 */
1780
1781static void 1712static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1713add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1714{
1784 object *skill_obj = NULL; 1715 object *skill_obj;
1785 sint64 limit, exp_to_add; 1716 sint64 limit, exp_to_add;
1786 int i; 1717 int i;
1787 1718
1788 /* prevents some forms of abuse. */ 1719 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1720 if (op->contr->braced)
1790 exp = exp / 5; 1721 exp /= 5;
1791 1722
1792 /* Try to find the matching skill. 1723 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1724 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1725 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1726 * the players inventory.
1796 */ 1727 */
1728 skill_obj = 0;
1729
1797 if (skill_name) 1730 if (skill_name)
1798 { 1731 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1732 skill_obj = op->contr->find_skill (skill_name);
1800 skill_obj = op->chosen_skill;
1801 else
1802 {
1803 for (i = 0; i < NUM_SKILLS; i++)
1804 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1805 {
1806 skill_obj = op->contr->last_skill_ob[i];
1807 break;
1808 }
1809 1733
1810 /* Player doesn't have the skill. Check to see what to do, and give 1734 /* Player doesn't have the skill. Check to see what to do, and give
1811 * it to the player if necessary 1735 * it to the player if necessary
1812 */ 1736 */
1813 if (!skill_obj) 1737 if (!skill_obj)
1814 { 1738 {
1815 if (flag == SK_EXP_NONE) 1739 if (flag == SK_EXP_NONE)
1816 return; 1740 return;
1741
1817 else if (flag == SK_EXP_ADD_SKILL) 1742 if (flag == SK_EXP_ADD_SKILL)
1818 give_skill_by_name (op, skill_name); 1743 skill_obj = give_skill_by_name (op, skill_name);
1819 }
1820 } 1744 }
1821 } 1745 }
1822 1746
1823 if (flag != SK_EXP_SKILL_ONLY) 1747 if (flag != SK_EXP_SKILL_ONLY)
1824 { 1748 {
1857 player_lvl_adj (op, skill_obj); 1781 player_lvl_adj (op, skill_obj);
1858 } 1782 }
1859} 1783}
1860 1784
1861/* This function checks to make sure that object 'op' can 1785/* This function checks to make sure that object 'op' can
1862 * lost 'exp' experience. It returns the amount of exp 1786 * lose 'exp' experience. It returns the amount of exp
1863 * object 'op' can in fact lose - it basically makes 1787 * object 'op' can in fact lose - it basically makes
1864 * adjustments based on permanent exp and the like. 1788 * adjustments based on permanent exp and the like.
1865 * This function should always be used for losing experience - 1789 * This function should always be used for losing experience -
1866 * the 'exp' value passed should be positive - this is the 1790 * the 'exp' value passed should be positive - this is the
1867 * amount that should get subtract from the player. 1791 * amount that should get subtract from the player.
1871{ 1795{
1872 sint64 del_exp; 1796 sint64 del_exp;
1873 1797
1874 if (exp > op->stats.exp) 1798 if (exp > op->stats.exp)
1875 exp = op->stats.exp; 1799 exp = op->stats.exp;
1800
1876 if (settings.permanent_exp_ratio) 1801 if (settings.permanent_exp_ratio)
1877 { 1802 {
1878 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1804
1879 if (del_exp < 0) 1805 if (del_exp < 0)
1880 del_exp = 0; 1806 del_exp = 0;
1807
1881 if (exp > del_exp) 1808 if (exp > del_exp)
1882 exp = del_exp; 1809 exp = del_exp;
1883 } 1810 }
1811
1884 return exp; 1812 return exp;
1885} 1813}
1886 1814
1887sint64 1815sint64
1888check_exp_adjust (const object *op, sint64 exp) 1816check_exp_adjust (const object *op, sint64 exp)
1889{ 1817{
1890 if (exp < 0) 1818 if (exp < 0)
1891 return check_exp_loss (op, exp); 1819 return check_exp_loss (op, exp);
1892 else 1820 else
1893 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1821 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1894} 1822}
1895
1896 1823
1897/* Subtracts experience from player. 1824/* Subtracts experience from player.
1898 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1825 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1899 * only subtract from the matching skill. Otherwise, 1826 * only subtract from the matching skill. Otherwise,
1900 * this subtracts a portion from all 1827 * this subtracts a portion from all
1914 sint64 del_exp; 1841 sint64 del_exp;
1915 1842
1916 for (tmp = op->inv; tmp; tmp = tmp->below) 1843 for (tmp = op->inv; tmp; tmp = tmp->below)
1917 if (tmp->type == SKILL && tmp->stats.exp) 1844 if (tmp->type == SKILL && tmp->stats.exp)
1918 { 1845 {
1919 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1846 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1920 { 1847 {
1921 del_exp = check_exp_loss (tmp, exp); 1848 del_exp = check_exp_loss (tmp, exp);
1922 tmp->stats.exp -= del_exp; 1849 tmp->stats.exp -= del_exp;
1923 player_lvl_adj (op, tmp); 1850 player_lvl_adj (op, tmp);
1924 } 1851 }
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1857 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1858 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1859 player_lvl_adj (op, tmp);
1933 } 1860 }
1934 } 1861 }
1862
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1863 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1864 {
1937 del_exp = check_exp_loss (op, exp); 1865 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1866 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1867 player_lvl_adj (op, NULL);
1940 } 1868 }
1941} 1869}
1942
1943
1944 1870
1945/* change_exp() - changes experience to a player/monster. This 1871/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1872 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1873 *
1948 * The exp passed is typically not modified much by this function - 1874 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1875 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1876 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1877 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1878 * these last two values are only used for players.
1953 */ 1879 */
1954
1955void 1880void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1881change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1882{
1958
1959#ifdef EXP_DEBUG 1883#ifdef EXP_DEBUG
1960# ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962# else
1963 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1884 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1885#endif
1966 1886
1967 /* safety */ 1887 /* safety */
1968 if (!op) 1888 if (!op)
1969 { 1889 {
2008 else 1928 else
2009 /* note that when you lose exp, it doesn't go against 1929 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1930 * a particular skill, so we don't need to pass that
2011 * along. 1931 * along.
2012 */ 1932 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1933 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1934 }
2016} 1935}
2017 1936
2018/* Applies a death penalty experience, the size of this is defined by the 1937/* Applies a death penalty experience, the size of this is defined by the
2019 * settings death_penalty_percentage and death_penalty_levels, and by the 1938 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1939 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1940 */
2022
2023void 1941void
2024apply_death_exp_penalty (object *op) 1942apply_death_exp_penalty (object *op)
2025{ 1943{
2026 object *tmp;
2027 sint64 loss; 1944 sint64 loss;
2028 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2029 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2030 1947
2031 for (tmp = op->inv; tmp; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2032 if (tmp->type == SKILL && tmp->stats.exp) 1949 if (tmp->type == SKILL && tmp->stats.exp)
2033 { 1950 {
2034
2035 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2036 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2037 1953
2038 /* With the revised exp system, you can get cases where 1954 /* With the revised exp system, you can get cases where
2039 * losing several levels would still require that you have more 1955 * losing several levels would still require that you have more
2041 * tables is a lot harder. 1957 * tables is a lot harder.
2042 */ 1958 */
2043 if (level_loss < 0) 1959 if (level_loss < 0)
2044 level_loss = 0; 1960 level_loss = 0;
2045 1961
2046 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2047 1963
2048 tmp->stats.exp -= loss; 1964 tmp->stats.exp -= loss;
2049 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
2050 } 1966 }
2051 1967
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2053 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1969 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1970
2054 if (level_loss < 0) 1971 if (level_loss < 0)
2055 level_loss = 0; 1972 level_loss = 0;
1973
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2057 1975
2058 op->stats.exp -= loss; 1976 op->stats.exp -= loss;
2059 player_lvl_adj (op, NULL); 1977 player_lvl_adj (op, NULL);
2060} 1978}
2061 1979
2072 if (level > MAX_SAVE_LEVEL) 1990 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 1991 level = MAX_SAVE_LEVEL;
2074 1992
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1993 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 1994 return 0;
1995
2077 return 1; 1996 return 1;
2078} 1997}

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