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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 1.87 by root, Tue May 6 17:31:21 2008 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 {
856 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil
858 * then calls this function.
859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue;
862
933 /* See note in map.c:update_position about making this additive 863 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 864 * since light sources are never applied, need to put check here.
935 */ 865 */
936 if (tmp->glow_radius > op->glow_radius) 866 glow_radius = max (glow_radius, tmp->glow_radius);
937 op->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 {
945 continue;
946 }
947 867
948 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
950 { 870 {
951 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
954 if (!mana_obj) 874 if (!mana_obj)
955 mana_obj = tmp; 875 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 876 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 877 mana_obj = tmp;
958 } 878 }
879
959 if (IS_GRACE_SKILL (tmp->subtype)) 880 if (IS_GRACE_SKILL (tmp->subtype))
960 { 881 {
961 if (!grace_obj) 882 if (!grace_obj)
962 grace_obj = tmp; 883 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 885 grace_obj = tmp;
965 } 886 }
966 } 887 }
967 888
968 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 890 * objects need to make adjustments.
970 * This block should handle all player specific changes 891 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 892 * 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. 893 * 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, 894 * 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 895 * because the skill shouldn't count against body positions being used
975 * up, etc. 896 * up, etc.
976 */ 897 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
979 { 903 {
980 if (op->type == PLAYER) 904 if (type == PLAYER)
981 { 905 {
982 if (tmp->type == BOW) 906 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 907
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
987 914
988 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 917
991 /* these are the items that currently can change digestion, regeneration, 918 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 { 919 {
1002 op->contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
922 if (tmp->type != BOW) // ugly exception for bows
1004 op->contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power;
1008 } 926 }
1009 } /* if this is a player */ 927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
1010 933
1011 /* Update slots used for items */ 934 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 937 slot[i].used += tmp->slot[i].info;
1016 }
1017 938
1018 if (tmp->type == SYMPTOM) 939 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; 940 speed_reduce_from_disease =
1023 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 942
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 947 */
1030 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1031 { 949 {
1032 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1033 { 951 {
1034 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialized to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 954 */
1037 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1038 { 956 {
1039 if (potion_resist[i]) 957 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 959 else
1042 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
1043 } 961 }
1044 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 964 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 966 }
1049 } 967 }
1050 968
1051 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
1053 op->attacktype |= tmp->attacktype; 972 attacktype |= tmp->attacktype;
1054
1055 op->path_attuned |= tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
1058 op->stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type; 978 }
1060 979
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 980 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 981
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
1078 984
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 986 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 988 invisible = 1;
1083 } 989 }
1084 990
1085 if (tmp->stats.exp && tmp->type != SKILL) 991 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 992 {
1087 if (tmp->stats.exp > 0) 993 if (tmp->stats.exp > 0)
1088 { 994 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 995 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 997 }
1092 else 998 else
1093 added_speed += (float) tmp->stats.exp; 999 added_speed += tmp->stats.exp;
1094 } 1000 }
1095 1001
1096 switch (tmp->type) 1002 switch (tmp->type)
1097 { 1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1098 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1100 case SKILL: 1015 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1102 break; 1018 break;
1103 1019
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 1020 if (chosen_skill)
1021 {
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1109 1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1110 op->chosen_skill = tmp; 1030 chosen_skill = tmp;
1111 1031
1112 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1036
1116 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1117 weapon_speed = 0; 1038 weapon_speed = 0;
1039
1118 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042
1120 if (tmp->magic) 1043 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1122 } 1045 }
1123 1046
1124 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1126 1049
1127 if (tmp->slaying != NULL) 1050 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1129 1052
1130 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1055
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1058 }
1134 1059
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1060 break;
1138 1061
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: 1062 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1152 case RING: 1065 case RING:
1153 case AMULET: 1066 case AMULET:
1154 case GIRDLE: 1067 case GIRDLE:
1155 case HELMET: 1068 case HELMET:
1156 case BOOTS: 1069 case BOOTS:
1157 case GLOVES: 1070 case GLOVES:
1158 case CLOAK: 1071 case CLOAK:
1159 if (tmp->stats.wc) 1072 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1073 wc -= tmp->stats.wc + tmp->magic;
1074
1161 if (tmp->stats.dam) 1075 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1076 stats.dam += tmp->stats.dam + tmp->magic;
1077
1163 if (tmp->stats.ac) 1078 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1079 ac -= tmp->stats.ac + tmp->magic;
1080
1165 break; 1081 break;
1166 1082
1083 case BOW:
1167 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1088
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1091
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1092 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1093 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095
1174 if (weapon_speed < 0) 1096 if (weapon_speed < 0)
1175 weapon_speed = 0; 1097 weapon_speed = 0;
1098
1176 op->slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1177 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1179 * go. 1103 * go.
1180 */ 1104 */
1181 op->current_weapon = tmp; 1105
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1184 1110
1185 break; 1111 break;
1186 1112
1187 case ARMOUR: /* Only the best of these three are used: */ 1113 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight / 1000;
1190 1116
1191 case BRACERS: 1117 case BRACERS:
1192 case FORCE: 1118 case FORCE:
1193 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1194 { 1120 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1124 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1125 }
1200 else 1126 else
1201 wc += tmp->stats.wc + tmp->magic; 1127 wc += tmp->stats.wc + tmp->magic;
1202 } 1128 }
1129
1203 if (tmp->stats.ac) 1130 if (tmp->stats.ac)
1204 { 1131 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1132 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1133 {
1207 ac += best_ac; /* Remove last bonus */ 1134 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1135 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1136 }
1210 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1212 } 1139 }
1140
1213 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= (tmp->stats.wc + tmp->magic);
1143
1215 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= (tmp->stats.ac + tmp->magic);
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1146
1147 if (ARMOUR_SPEED (tmp))
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149
1219 break; 1150 break;
1220 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1221 } /* item is equipped */ 1152 } /* item is equipped */
1222 } /* for loop of items */ 1153 } /* for loop of items */
1223 1154
1229 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1230 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1164 */
1234 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1235 { 1166 {
1236 op->resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1168
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1171 }
1172
1173 if (type == PLAYER)
1239 } 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1240 1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1241 /* Figure out the players sp/mana/hp totals. */ 1181 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER)
1243 {
1244 int pl_level; 1182 int pl_level;
1245 1183
1246 check_stat_bounds (&(op->stats)); 1184 check_stat_bounds (&(stats));
1247 pl_level = op->level; 1185 pl_level = level;
1248 1186
1249 if (pl_level < 1) 1187 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1251 1189
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1192 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1256 { 1195 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[op->stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1261 j++; 1200 j++;
1262 else 1201 else
1263 j--; 1202 j--;
1264 } 1203
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1205 }
1267 1206
1268 for (i = 11; i <= op->level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1269 op->stats.maxhp += 2;
1270 1208
1271 if (op->stats.hp > op->stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1210 stats.hp = stats.maxhp;
1273 1211
1274 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1213 * relevant experience object (mana_obj, see above)
1276 */ 1214 */
1277 /* following happen when skills system is not used */ 1215 /* following happen when skills system is not used */
1278 if (!mana_obj) 1216 if (!mana_obj)
1279 mana_obj = op; 1217 mana_obj = this;
1218
1280 if (!grace_obj) 1219 if (!grace_obj)
1281 grace_obj = op; 1220 grace_obj = this;
1221
1282 /* set maxsp */ 1222 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1224 mana_obj = this;
1285 1225
1286 if (mana_obj == op && op->type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1227 stats.maxsp = 1;
1289 }
1290 else 1228 else
1291 { 1229 {
1292 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1231
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1294 { 1233 {
1295 float stmp; 1234 float stmp;
1296 1235
1297 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1298 if (i < 2) 1237 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); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1239 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; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1241
1306 if (stmp < 1.0)
1307 stmp = 1.0;
1308 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1309 } 1243 }
1310 op->stats.maxsp = (int) sp_tmp;
1311 1244
1312 for (i = 11; i <= mana_obj->level; i++) 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1313 op->stats.maxsp += 2;
1314 } 1246 }
1247
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1317 op->stats.sp = op->stats.maxsp * 2;
1318 1250
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1253 grace_obj = this;
1322 1254
1323 if (grace_obj == op && op->type == PLAYER) 1255 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1256 stats.maxgrace = 1;
1326 }
1327 else 1257 else
1328 { 1258 {
1329 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1263 */
1334 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1336 { 1267 {
1337 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1338 1269
1339 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1340 if (i < 2) 1271 if (i < 2)
1341 { 1272 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 1273 else
1346 { 1274 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] 1275
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; 1276 sp_tmp += max (1.f, grace_tmp);
1353 } 1277 }
1354 op->stats.maxgrace = (int) sp_tmp;
1355 1278
1356 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1357 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1358 op->stats.maxgrace += 2;
1359 } 1281 }
1282
1360 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1361 1284
1362 if (op->contr->braced) 1285 if (contr->braced)
1363 { 1286 {
1364 ac += 2; 1287 ac += 2;
1365 wc += 4; 1288 wc += 4;
1366 } 1289 }
1367 else 1290 else
1368 ac -= dex_bonus[op->stats.Dex]; 1291 ac -= dex_bonus[stats.Dex];
1369 1292
1370 /* In new exp/skills system, wc bonuses are related to 1293 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1294 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1295 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1296 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1380 */ 1303 */
1304 object *wc_obj = chosen_skill;
1381 1305
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1307 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1385 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1386 { 1311 {
1387 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1313 if (!(i % 6))
1389 wc--; 1314 wc--;
1315
1390 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1319 }
1394 } 1320 }
1395 else 1321 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1397 1323
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1399 1325
1400 if (op->stats.dam < 1) 1326 if (stats.dam < 1)
1401 op->stats.dam = 1; 1327 stats.dam = 1;
1402 1328
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1404 if (settings.search_items && op->contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1332 speed -= 1;
1333
1406 if (op->attacktype == 0) 1334 if (attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype; 1335 attacktype = arch->attacktype;
1408
1409 } /* End if player */ 1336 } /* End if player */
1410 1337
1411 if (added_speed >= 0) 1338 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1339 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1340 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1341 speed /= 1.f - added_speed;
1415 1342
1416 /* Max is determined by armour */ 1343 /* Max is determined by armour */
1417 if (op->speed > max) 1344 speed = min (speed, max_speed);
1418 op->speed = max;
1419 1345
1420 if (op->type == PLAYER) 1346 if (type == PLAYER)
1421 { 1347 {
1422 /* f is a number the represents the number of kg above (positive num) 1348 /* 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 1349 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1350 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1351 * much above he is, and what is max carry is
1426 */ 1352 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1353 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1354 if (f > 0.f)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1356 }
1431 1357
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1358 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease;
1433 1360
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* 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. 1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1363 */
1437 op->speed = op->speed * speed_reduce_from_disease;
1438
1439 if (op->speed < 0.01 && op->type == PLAYER) 1364 if (speed < 0.04f && type == PLAYER)
1440 op->speed = 0.01; 1365 speed = 0.04f;
1441 1366
1367 if (speed != old_speed)
1368 set_speed (speed);
1369
1442 if (op->type == PLAYER) 1370 if (type == PLAYER)
1443 { 1371 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1372 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1373 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1374 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1375 * that would just be a real pain to read.
1450 */ 1376 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1377 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1378 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1379 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1380 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1381 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1382 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; 1383
1384 K *= (4 + level) * 1.2f / (6 + level);
1385
1458 if (K <= 0) 1386 if (K <= 0.01f)
1459 K = 0.01; 1387 K = 0.01f;
1460 S = op->speed / (K * s); 1388
1461 op->contr->weapon_sp = S; 1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1390 }
1391
1463 /* I want to limit the power of small monsters with big weapons: */ 1392 /* 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) 1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1394 stats.dam = arch->stats.dam * 3;
1466 1395
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1397 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 1398
1483 /* if for some reason the creature doesn't have any move type, 1399 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1400 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1401 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1402 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1403 * one or the other.
1488 */ 1404 */
1489 if (op->move_type == 0) 1405 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1406 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1408 move_type &= ~MOVE_WALK;
1493
1494 update_ob_speed (op);
1495 1409
1496 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1411 * so we will check that now.
1498 */ 1412 */
1499 if (op->type == PLAYER) 1413 if (type == PLAYER)
1414 {
1415 esrv_update_stats (contr);
1500 esrv_update_spells (op->contr); 1416 esrv_update_spells (contr);
1417 }
1418
1419 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0;
1501} 1422}
1502 1423
1503/* 1424/*
1504 * Returns true if the given player is a legal class. 1425 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1426 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1427 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1428 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1429 * false otherwise.
1509 */ 1430 */
1510
1511int 1431int
1512allowed_class (const object *op) 1432allowed_class (const object *op)
1513{ 1433{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1434 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1435 && op->stats.Str > 0
1436 && op->stats.Con > 0
1437 && op->stats.Int > 0
1438 && op->stats.Wis > 0
1439 && op->stats.Pow > 0
1440 && op->stats.Cha > 0;
1516} 1441}
1517 1442
1518/* 1443/*
1519 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1549 /* now if there are equals at highest level, pick the one with focus, 1474 /* now if there are equals at highest level, pick the one with focus,
1550 or else at random */ 1475 or else at random */
1551 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1552 atnr = abil->stats.exp; 1477 atnr = abil->stats.exp;
1553 1478
1554 level = (int) (level / 5.); 1479 level = (int) (level / 25.);
1555 1480
1556 /* now set the new title */ 1481 /* now set the new title */
1557 if (pl->contr != NULL) 1482 if (pl->contr)
1558 { 1483 {
1559 if (level == 0) 1484 if (level == 0)
1560 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1561 else if (level == 1) 1486 else if (level == 1)
1562 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1591 object *skin = NULL; /* pointer to dragon skin force */ 1516 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1517 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1518 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1519
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1520 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1521 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1522 if (tmp->type == FORCE)
1599 { 1523 if (tmp->arch->archname == shstr_dragon_ability_force)
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp; 1524 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1525 else if (tmp->arch->archname == shstr_dragon_skin_force)
1603 skin = tmp; 1526 skin = tmp;
1604 } 1527
1605 }
1606 /* if the force is missing -> bail out */ 1528 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1529 if (abil == NULL)
1608 return; 1530 return;
1609 1531
1610 /* The ability_force keeps track of maximum level ever achieved. 1532 /* The ability_force keeps track of maximum level ever achieved.
1654 if (!skill_obj) 1576 if (!skill_obj)
1655 { 1577 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1657 return NULL; 1579 return NULL;
1658 } 1580 }
1581
1659 /* clear the flag - exp goes into this bucket, but player 1582 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1583 * still doesn't know it.
1661 */ 1584 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1586 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1587 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1588 insert_ob_in_ob (skill_obj, op);
1666 if (op->contr) 1589
1590 if (player *pl = op->contr)
1667 { 1591 {
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1670 } 1595 }
1596
1671 return skill_obj; 1597 return skill_obj;
1672} 1598}
1673
1674 1599
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1600/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1601 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1602 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1603 * don't really gain levels
1681 */ 1606 */
1682void 1607void
1683player_lvl_adj (object *who, object *op) 1608player_lvl_adj (object *who, object *op)
1684{ 1609{
1685 char buf[MAX_BUF]; 1610 char buf[MAX_BUF];
1611 bool changed = false;
1686 1612
1687 if (!op) /* when rolling stats */ 1613 if (!op) /* when rolling stats */
1688 op = who; 1614 op = who;
1689 1615
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1616 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1617 {
1618 changed = true;
1619
1692 op->level++; 1620 op->level++;
1693 1621
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1622 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1695 dragon_level_gain (who); 1623 dragon_level_gain (who);
1696 1624
1697 /* Only roll these if it is the player (who) that gained the level */ 1625 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1626 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1627 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1628 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); 1629 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; 1630 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1631 }
1704 1632
1705 fix_player (who);
1706 if (op->level > 1) 1633 if (op->level > 1)
1707 { 1634 {
1708 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1636 {
1637 who->contr->play_sound (sound_find ("skill_up"));
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1638 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1639 }
1710 else 1640 else
1641 {
1642 who->contr->play_sound (sound_find ("level_up"));
1711 sprintf (buf, "You are now level %d.", op->level); 1643 sprintf (buf, "You are now level %d.", op->level);
1644 }
1645
1712 if (who) 1646 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1648 }
1715 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1649 }
1650
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1651 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1652 {
1653 changed = true;
1654
1719 op->level--; 1655 op->level--;
1720 fix_player (who); 1656
1721 if (op->type != PLAYER) 1657 if (op->type != PLAYER)
1722 { 1658 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1659 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); 1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1661 }
1726 player_lvl_adj (who, op); /* To decrease more levels */ 1662 }
1663
1664 if (changed)
1727 } 1665 {
1666 who->update_stats ();
1667 esrv_update_stats (who->contr);
1728 /* check if the spell data has changed */ 1668 /* check if the spell data has changed */
1729 esrv_update_spells (who->contr); 1669 esrv_update_spells (who->contr);
1670 }
1730} 1671}
1731 1672
1732/* 1673/*
1733 * Returns how much experience is needed for a player to become 1674 * Returns how much experience is needed for a player to become
1734 * the given level. level should really never exceed max_level 1675 * the given level. level should really never exceed max_level
1737sint64 1678sint64
1738level_exp (int level, double expmul) 1679level_exp (int level, double expmul)
1739{ 1680{
1740 if (level > settings.max_level) 1681 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1682 return (sint64) (expmul * levels[settings.max_level]);
1683
1742 return (sint64) (expmul * levels[level]); 1684 return (sint64) (expmul * levels[level]);
1743} 1685}
1744 1686
1745/* 1687/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1688 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1709 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1710 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1711 op->perm_exp = MAX_EXPERIENCE;
1770} 1712}
1771 1713
1772
1773/* Add experience to a player - exp should only be positive. 1714/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1715 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1716 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1717 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1718 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1719 * flag is what to do if the player doesn't have the skill:
1779 */ 1720 */
1780
1781static void 1721static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1722add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1723{
1784 object *skill_obj = NULL; 1724 object *skill_obj = NULL;
1785 sint64 limit, exp_to_add; 1725 sint64 limit, exp_to_add;
1786 int i; 1726 int i;
1787 1727
1788 /* prevents some forms of abuse. */ 1728 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1729 if (op->contr->braced)
1790 exp = exp / 5; 1730 exp /= 5;
1791 1731
1792 /* Try to find the matching skill. 1732 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1733 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1734 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1735 * the players inventory.
1796 */ 1736 */
1797 if (skill_name) 1737 if (skill_name)
1798 { 1738 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1739 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1870 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1871 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1872 player_lvl_adj (op, tmp);
1933 } 1873 }
1934 } 1874 }
1875
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1876 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1877 {
1937 del_exp = check_exp_loss (op, exp); 1878 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1879 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1880 player_lvl_adj (op, NULL);
1940 } 1881 }
1941} 1882}
1942
1943
1944 1883
1945/* change_exp() - changes experience to a player/monster. This 1884/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1885 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1886 *
1948 * The exp passed is typically not modified much by this function - 1887 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1888 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1889 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1890 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1891 * these last two values are only used for players.
1953 */ 1892 */
1954
1955void 1893void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1894change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1895{
1958
1959#ifdef EXP_DEBUG 1896#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); 1897 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1898#endif
1966 1899
1967 /* safety */ 1900 /* safety */
1968 if (!op) 1901 if (!op)
1969 { 1902 {
2008 else 1941 else
2009 /* note that when you lose exp, it doesn't go against 1942 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1943 * a particular skill, so we don't need to pass that
2011 * along. 1944 * along.
2012 */ 1945 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1946 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1947 }
2016} 1948}
2017 1949
2018/* Applies a death penalty experience, the size of this is defined by the 1950/* 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 1951 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1952 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1953 */
2022
2023void 1954void
2024apply_death_exp_penalty (object *op) 1955apply_death_exp_penalty (object *op)
2025{ 1956{
2026 object *tmp; 1957 object *tmp;
2027 sint64 loss; 1958 sint64 loss;
2049 player_lvl_adj (op, tmp); 1980 player_lvl_adj (op, tmp);
2050 } 1981 }
2051 1982
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1983 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)]; 1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1985
2054 if (level_loss < 0) 1986 if (level_loss < 0)
2055 level_loss = 0; 1987 level_loss = 0;
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2057 1989
2058 op->stats.exp -= loss; 1990 op->stats.exp -= loss;
2072 if (level > MAX_SAVE_LEVEL) 2004 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 2005 level = MAX_SAVE_LEVEL;
2074 2006
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2007 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 2008 return 0;
2009
2077 return 1; 2010 return 1;
2078} 2011}

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