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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.78 by root, Mon Aug 20 19:13:10 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT 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 at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
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 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
380 if (op->type == PLAYER) 295 if (op->type == PLAYER)
381 { 296 {
382 if (tmp->type == POTION) 297 if (tmp->type == POTION)
383 { 298 {
384 potion_max = 1; 299 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
386 { 301 {
387 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
388 303 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 304
392 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
394 307
395 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 314 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 316 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 317
407 if (nstat != ostat) 318 if (nstat != ostat)
408 { 319 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 321 potion_max = 0;
411 } 322 }
412 else if (i) 323 else if (i)
413 { 324 {
414 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
418 329
419 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 332 * recalculates this anyway.
422 */ 333 */
423 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 336
426 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 338 } /* end of potion handling code */
428 } 339 }
429 340
430 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 342 * everything to set
432 */ 343 */
433 if (flag == -1) 344 if (flag == -1)
434 { 345 {
435 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 351 * and not the other move_ fields.
441 */ 352 */
442 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
443 } 354 }
444 355
445 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
448 */ 359 */
449 op->update_stats (); 360 op->update_stats ();
450 361
451 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 363 * print out message if this is a bow.
453 */ 364 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 366 {
456 success = 1; 367 success = 1;
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 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.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 418
507 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 420 check_move_on (op, op);
509 } 421 }
510 422
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 424 * originally undead may change their status
513 */ 425 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 { 428 {
517 success = 1; 429 success = 1;
518 if (flag > 0) 430 if (flag > 0)
519 { 431 {
520 op->race = "undead"; 432 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 434 }
523 else 435 else
524 { 436 {
525 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 439 }
528 } 440 }
529 441
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
636 success = 1; 548 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 550 }
639 551
640 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
642 { 554 {
643 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
645 557
646 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
655 } 567 }
656 } 568 }
657 569
658 if (!potion_max) 570 if (!potion_max)
659 { 571 {
660 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
661 { 573 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 } 579 }
672 584
673/* 585/*
674 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 588 */
677
678void 589void
679object::drain_stat () 590object::drain_stat ()
680{ 591{
681 drain_specific_stat (RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
682} 593}
683 594
684void 595void
685object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
686{ 597{
754 return; 665 return;
755 666
756 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
758 */ 669 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 671 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 673
763 stats.luck += diff; 674 stats.luck += diff;
764 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 683 */
773void 684void
774object::remove_statbonus () 685object::remove_statbonus ()
775{ 686{
776 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 688 {
778 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 692 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 693}
792 694
793/* 695/*
794 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 697 */
796void 698void
797object::add_statbonus () 699object::add_statbonus ()
798{ 700{
799 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 702 {
801 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 706 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
815 748
816/* 749/*
817 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
822 */ 755 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
826 */ 758 */
827
828void 759void
829object::update_stats () 760object::update_stats ()
830{ 761{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
837 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
838 769
839 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
840 if (type == PLAYER) 771 if (type == PLAYER)
841 { 772 {
842 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
844 775
845 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 777 contr->encumbrance = 0;
847 778
848 attacktype = 0; 779 attacktype = 0;
780
849 contr->digestion = 0; 781 contr->digestion = 0;
850 contr->gen_hp = 0; 782 contr->gen_hp = 0;
851 contr->gen_sp = 0; 783 contr->gen_sp = 0;
852 contr->gen_grace = 0; 784 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 786 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 787 }
865 788
866 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
867 791
868 slaying = 0; 792 slaying = 0;
869 793
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
871 { 795 {
875 799
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
879 803
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
884 808
885 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
814
890 chosen_skill = NULL; 815 chosen_skill = 0;
891 816
892 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
893 * archetype clone 818 * archetype clone
894 */ 819 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
896 821
897 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
898 { 823 {
899 if (resist[i] > 0) 824 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
901 else 826 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
903 potion_resist[i] = 0; 829 potion_resist[i] = 0;
904 } 830 }
905 831
906 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
907 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
908 834
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 840 * that their protection from physical goes down
915 */ 841 */
916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 843 {
918 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 846 }
921 else 847 else
922 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
923 849
924 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
925 speed = arch->clone.speed; 851 speed = arch->speed;
926 852
927 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
929 */ 855 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
933 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
935 */ 867 */
936 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue;
945 870
946 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
948 { 873 {
949 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
971 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
974 * up, etc. 899 * up, etc.
975 */ 900 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
978 { 906 {
979 if (type == PLAYER) 907 if (type == PLAYER)
980 { 908 {
981 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
982 contr->ranges[range_bow] = tmp;
983 910
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
986 917
987 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
989 920
990 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
991 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array.
993 */
994 if ((tmp->type == WEAPON) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1002 { 922 {
1003 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 } 928 }
1010 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1011 935
1012 /* Update slots used for items */ 936 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1016 940
1017 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
1022 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 944
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 949 */
1029 if (tmp->type != POTION) 950 if (tmp->type != POTION)
1030 { 951 {
1031 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
1032 { 953 {
1033 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
1034 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
1035 */ 956 */
1036 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
1037 { 958 {
1038 if (potion_resist[i]) 959 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1040 else 961 else
1041 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
1042 } 963 }
1043 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0) 966 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 968 }
1048 } 969 }
1049 970
1050 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
973 {
1052 attacktype |= tmp->attacktype; 974 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
978 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 980 }
1059 981
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 983
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
1070 986
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 988 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
1076 992
1077 if (tmp->stats.exp && tmp->type != SKILL) 993 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 994 {
1079 if (tmp->stats.exp > 0) 995 if (tmp->stats.exp > 0)
1080 { 996 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 997 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 999 }
1084 else 1000 else
1085 added_speed += (float) tmp->stats.exp; 1001 added_speed += tmp->stats.exp;
1086 } 1002 }
1087 1003
1088 switch (tmp->type) 1004 switch (tmp->type)
1089 { 1005 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1090 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1092 case SKILL: 1017 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1094 break; 1020 break;
1095 1021
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1101 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1102 chosen_skill = tmp; 1032 chosen_skill = tmp;
1103 1033
1104 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1108 1038
1109 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1110 weapon_speed = 0; 1040 weapon_speed = 0;
1111 1041
1112 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1114 1044
1115 if (tmp->magic) 1045 if (tmp->magic)
1116 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1117 } 1047 }
1118 1048
1119 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1050 wc -= tmp->stats.wc + tmp->magic;
1121 1051
1122 if (tmp->slaying != NULL) 1052 if (tmp->slaying)
1123 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1124 1054
1125 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1056 ac -= tmp->stats.ac + tmp->magic;
1127 1057
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break; 1060 }
1135 1061
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1062 break;
1145 1063
1146 case SHIELD: 1064 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1070 case HELMET:
1153 case BOOTS: 1071 case BOOTS:
1154 case GLOVES: 1072 case GLOVES:
1155 case CLOAK: 1073 case CLOAK:
1156 if (tmp->stats.wc) 1074 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1158 1076
1159 if (tmp->stats.dam) 1077 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1078 stats.dam += tmp->stats.dam + tmp->magic;
1161 1079
1162 if (tmp->stats.ac) 1080 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1081 ac -= tmp->stats.ac + tmp->magic;
1164 1082
1165 break; 1083 break;
1166 1084
1085 case BOW:
1167 case WEAPON: 1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1169 1090
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1172 1093
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1094 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1095 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1097
1177 if (weapon_speed < 0) 1098 if (weapon_speed < 0)
1178 weapon_speed = 0; 1099 weapon_speed = 0;
1179 1100
1180 slaying = tmp->slaying; 1101 slaying = tmp->slaying;
1102
1181 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1183 * go. 1105 * go.
1184 */ 1106 */
1185 current_weapon = tmp; 1107
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1108 if (type == PLAYER)
1109 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1110 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1188 1112
1189 break; 1113 break;
1190 1114
1191 case ARMOUR: /* Only the best of these three are used: */ 1115 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1117 contr->encumbrance += tmp->weight / 1000;
1194 1118
1195 case BRACERS: 1119 case BRACERS:
1196 case FORCE: 1120 case FORCE:
1197 if (tmp->stats.wc) 1121 if (tmp->stats.wc)
1198 { 1122 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1221 1145
1222 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1224 1148
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1149 if (ARMOUR_SPEED (tmp))
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1227 1151
1228 break; 1152 break;
1229 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1230 } /* item is equipped */ 1154 } /* item is equipped */
1231 } /* for loop of items */ 1155 } /* for loop of items */
1238 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1166 */
1243 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1168 {
1245 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1246 1170
1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1248 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1249 } 1173 }
1250 1174
1251 /* Figure out the players sp/mana/hp totals. */
1252 if (type == PLAYER) 1175 if (type == PLAYER)
1253 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1254 int pl_level; 1184 int pl_level;
1255 1185
1256 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1257 pl_level = level; 1187 pl_level = level;
1258 1188
1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1261 1191
1262 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1264 */ 1194 */
1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1266 { 1197 {
1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268 1199
1269 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1271 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1272 j++; 1202 j++;
1273 else 1203 else
1274 j--; 1204 j--;
1275 }
1276 1205
1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1278 } 1207 }
1279 1208
1280 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1281 stats.maxhp += 2;
1282 1210
1283 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1284 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1285 1213
1286 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1299 1227
1300 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1229 stats.maxsp = 1;
1302 else 1230 else
1303 { 1231 {
1304 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1305 1233
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1307 { 1235 {
1308 float stmp; 1236 float stmp;
1309 1237
1310 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1311 if (i < 2) 1239 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1241 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1243
1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1319 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1320 } 1245 }
1321 1246
1322 stats.maxsp = (int) sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1323
1324 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2;
1326 } 1248 }
1249
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1329 stats.sp = stats.maxsp * 2;
1330 1252
1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1332 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this; 1255 grace_obj = this;
1334 1256
1339 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1265 */
1344 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1346 { 1269 {
1347 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1348 1271
1349 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1350 if (i < 2) 1273 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1275 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1277
1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1360 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1361 } 1279 }
1362 1280
1363 stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 stats.maxgrace += 2;
1368 } 1283 }
1284
1369 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1370 1286
1371 if (contr->braced) 1287 if (contr->braced)
1372 { 1288 {
1373 ac += 2; 1289 ac += 2;
1385 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1389 */ 1305 */
1306 object *wc_obj = chosen_skill;
1390 1307
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1309 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1394 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1395 { 1313 {
1396 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1315 if (!(i % 6))
1398 wc--; 1316 wc--;
1317
1399 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1321 }
1403 } 1322 }
1404 else 1323 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1406 1325
1407 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1408 1327
1409 if (stats.dam < 1) 1328 if (stats.dam < 1)
1410 stats.dam = 1; 1329 stats.dam = 1;
1411 1330
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1413 1332
1414 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1334 speed -= 1;
1416 1335
1417 if (attacktype == 0) 1336 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1419
1420 } /* End if player */ 1338 } /* End if player */
1421 1339
1422 if (added_speed >= 0) 1340 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1341 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1343 speed /= 1.f - added_speed;
1426 1344
1427 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1428 if (speed > max) 1346 speed = min (speed, max_speed);
1429 speed = max;
1430 1347
1431 if (type == PLAYER) 1348 if (type == PLAYER)
1432 { 1349 {
1433 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1434 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1435 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1437 */ 1354 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1356 if (f > 0.f)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1358 }
1442 1359
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1444 1362
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1447 */ 1365 */
1448 speed = speed * speed_reduce_from_disease;
1449
1450 if (speed < 0.01 && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1451 speed = 0.01; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1452 1371
1453 if (type == PLAYER) 1372 if (type == PLAYER)
1454 { 1373 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1376 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1377 * that would just be a real pain to read.
1461 */ 1378 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1379 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1380 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1381 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1382 float s = (20 - weapon_speed) / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1383 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1384 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1385
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1386 K *= (4 + level) * 1.2f / (6 + level);
1387
1469 if (K <= 0) 1388 if (K <= 0.01f)
1470 K = 0.01; 1389 K = 0.01f;
1471 S = speed / (K * s); 1390
1472 contr->weapon_sp = S; 1391 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1473 } 1392 }
1474 1393
1475 /* I want to limit the power of small monsters with big weapons: */ 1394 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1395 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1396 stats.dam = arch->stats.dam * 3;
1478 1397
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1398 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1480 * should be more than enough - remember, AC is also in 8 bits, 1399 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496 1400
1497 /* if for some reason the creature doesn't have any move type, 1401 /* if for some reason the creature doesn't have any move type,
1498 * give them walking as a default. 1402 * give them walking as a default.
1499 * The second case is a special case - to more closely mimic the 1403 * The second case is a special case - to more closely mimic the
1500 * old behaviour - if your flying, your not walking - just 1404 * old behaviour - if your flying, your not walking - just
1503 if (move_type == 0) 1407 if (move_type == 0)
1504 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1507 1411
1508 if (speed != old_speed)
1509 set_speed (speed);
1510
1511 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1512 * so we will check that now. 1413 * so we will check that now.
1513 */ 1414 */
1514 if (type == PLAYER) 1415 if (type == PLAYER)
1515 { 1416 {
1516 esrv_update_stats (contr); 1417 esrv_update_stats (contr);
1517 esrv_update_spells (contr); 1418 esrv_update_spells (contr);
1518 } 1419 }
1420
1421 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0;
1519} 1424}
1520 1425
1521/* 1426/*
1522 * Returns true if the given player is a legal class. 1427 * Returns true if the given player is a legal class.
1523 * The function to add and remove class-bonuses to the stats doesn't 1428 * The function to add and remove class-bonuses to the stats doesn't
1526 * false otherwise. 1431 * false otherwise.
1527 */ 1432 */
1528int 1433int
1529allowed_class (const object *op) 1434allowed_class (const object *op)
1530{ 1435{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1436 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1533} 1443}
1534 1444
1535/* 1445/*
1536 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1608 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1521
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1616 { 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618 abil = tmp; 1526 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1620 skin = tmp; 1528 skin = tmp;
1621 } 1529
1622 }
1623 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1531 if (abil == NULL)
1625 return; 1532 return;
1626 1533
1627 /* The ability_force keeps track of maximum level ever achieved. 1534 /* The ability_force keeps track of maximum level ever achieved.
1671 if (!skill_obj) 1578 if (!skill_obj)
1672 { 1579 {
1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1674 return NULL; 1581 return NULL;
1675 } 1582 }
1583
1676 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1677 * still doesn't know it. 1585 * still doesn't know it.
1678 */ 1586 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1589 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1683 if (op->contr) 1591
1592 if (player *pl = op->contr)
1684 { 1593 {
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1687 } 1597 }
1598
1688 return skill_obj; 1599 return skill_obj;
1689} 1600}
1690
1691 1601
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1693 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1694 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1695 * don't really gain levels 1605 * don't really gain levels
1698 */ 1608 */
1699void 1609void
1700player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1701{ 1611{
1702 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1703 1614
1704 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1705 op = who; 1616 op = who;
1706 1617
1707 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708 { 1619 {
1620 changed = true;
1621
1709 op->level++; 1622 op->level++;
1710 1623
1711 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1712 dragon_level_gain (who); 1625 dragon_level_gain (who);
1713 1626
1714 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1715 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 { 1629 {
1717 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1718 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1719 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1720 } 1633 }
1721 1634
1722 who->update_stats ();
1723 if (op->level > 1) 1635 if (op->level > 1)
1724 { 1636 {
1725 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1727 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1728 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1729 if (who) 1648 if (who)
1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 } 1650 }
1732 player_lvl_adj (who, op); /* To increase more levels */
1733 } 1651 }
1652
1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735 { 1654 {
1655 changed = true;
1656
1736 op->level--; 1657 op->level--;
1737 who->update_stats (); 1658
1738 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1739 { 1660 {
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 } 1663 }
1743 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1744 } 1667 {
1745 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1746 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1747 esrv_update_stats (who->contr);
1748 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1749} 1673}
1750 1674
1751/* 1675/*
1752 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1753 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1756sint64 1680sint64
1757level_exp (int level, double expmul) 1681level_exp (int level, double expmul)
1758{ 1682{
1759 if (level > settings.max_level) 1683 if (level > settings.max_level)
1760 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1761 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1762} 1687}
1763 1688
1764/* 1689/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1690 * Ensure that the permanent experience requirements in an exp object are met.
1802 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1803 int i; 1728 int i;
1804 1729
1805 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1731 if (op->contr->braced)
1807 exp = exp / 5; 1732 exp /= 5;
1808 1733
1809 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1737 * the players inventory.
1813 */ 1738 */
1814 if (skill_name) 1739 if (skill_name)
1815 { 1740 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1872 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1948 tmp->stats.exp -= del_exp; 1873 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1874 player_lvl_adj (op, tmp);
1950 } 1875 }
1951 } 1876 }
1877
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1878 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1879 {
1954 del_exp = check_exp_loss (op, exp); 1880 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1881 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1882 player_lvl_adj (op, NULL);
1957 } 1883 }
1958} 1884}
1959
1960
1961 1885
1962/* change_exp() - changes experience to a player/monster. This 1886/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1887 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1888 *
1965 * The exp passed is typically not modified much by this function - 1889 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1890 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1891 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1892 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1893 * these last two values are only used for players.
1970 */ 1894 */
1971
1972void 1895void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1896change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1974{ 1897{
1975
1976#ifdef EXP_DEBUG 1898#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1900#endif
1979 1901
1980 /* safety */ 1902 /* safety */
2021 else 1943 else
2022 /* note that when you lose exp, it doesn't go against 1944 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1945 * a particular skill, so we don't need to pass that
2024 * along. 1946 * along.
2025 */ 1947 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 1948 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 1949 }
2029} 1950}
2030 1951
2031/* Applies a death penalty experience, the size of this is defined by the 1952/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 1953 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 1954 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 1955 */
2035
2036void 1956void
2037apply_death_exp_penalty (object *op) 1957apply_death_exp_penalty (object *op)
2038{ 1958{
2039 object *tmp; 1959 object *tmp;
2040 sint64 loss; 1960 sint64 loss;
2062 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2063 } 1983 }
2064 1984
2065 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2067 if (level_loss < 0) 1988 if (level_loss < 0)
2068 level_loss = 0; 1989 level_loss = 0;
2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2070 1991
2071 op->stats.exp -= loss; 1992 op->stats.exp -= loss;

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