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Comparing deliantra/server/common/living.C (file contents):
Revision 1.21 by root, Mon Dec 25 06:53:39 2006 UTC vs.
Revision 1.120 by root, Fri Apr 30 09:36:32 2010 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * 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 Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.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
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 191 "You're feeling clumsy!",
194 "You feel less healthy", 192 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
196 "Your face gets distorted!", 196 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 197};
200const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 199 "You feel your strength return.",
202 "You feel your agility return.", 200 "You feel your agility return.",
203 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
204 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
205 "You feel your charisma return.", 205 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 206};
209const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 208 "You feel stronger.",
211 "You feel more agile.", 209 "You feel more agile.",
212 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
213 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
214 "You seem to look better.", 214 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 215};
218const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 217 "You feel weaker!",
220 "You feel clumsy!", 218 "You feel clumsy!",
221 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
222 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
223 "You look ugly!", 223 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 224};
227 225
228const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 228};
231 229
232const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 232};
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}
268 233
269/* 234/*
270 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 236 * is added to the specified stat.
272 */ 237 */
273void 238void
274change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
275{ 240{
276 if (value == 0) 241 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} 242}
327 243
328/* 244/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 246 * 1-30 stat limit.
331 */ 247 */
332
333void 248void
334check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
335{ 250{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
340 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 255 }
343} 256}
344 257
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 259
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
349 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 263 */
351#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 266
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 268
356/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 270 * the object.
358 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 272 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 274 * 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 275 * 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 276 * 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 277 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 278 * that gives them that ability.
366 */ 279 */
367int 280int
368change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
369{ 282{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
371 char message[MAX_BUF]; 285 char message[MAX_BUF];
372 int potion_max = 0; 286 int potion_max = 0;
373 287
374 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
377 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 294
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;
300
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
396 * 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;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 369 }
459 370
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 372 {
462 success = 1; 373 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 375 }
465 376
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 378 {
468 success = 1; 379 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 381 }
471 382
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 384 {
474 success = 1; 385 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 387 }
477 388
479 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 393 * from fly high)
483 */ 394 */
484 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
485 { 396 {
486 success = 1; 397 success = 1;
487 398
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
490 */ 401 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 403 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 405 }
495 406
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
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 418 }
510 419
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 421 * originally undead may change their status
513 */ 422 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 425 {
517 success = 1; 426 success = 1;
518 if (flag > 0) 427 if (flag > 0)
519 { 428 {
520 op->race = "undead"; 429 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 431 }
523 else 432 else
524 { 433 {
525 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 436 }
528 } 437 }
529 438
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 440 {
532 success = 1; 441 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 443 }
535 444
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 446 {
538 success = 1; 447 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 449 }
541 450
542 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 452 * vision
544 */ 453 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
546 { 455 {
547 success = 1; 456 success = 1;
548 if (flag > 0) 457 if (flag > 0)
549 { 458 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 461 else
553 { 462 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
556 if (op->type == PLAYER) 465 if (op->type == PLAYER)
557 op->contr->do_los = 1; 466 op->contr->do_los = 1;
558 } 467 }
559 } 468 }
560 else 469 else
561 { 470 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 473 else
565 { 474 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
568 if (op->type == PLAYER) 477 if (op->type == PLAYER)
569 op->contr->do_los = 1; 478 op->contr->do_los = 1;
570 } 479 }
571 } 480 }
572 } 481 }
573 482
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 484 {
576 success = 1; 485 success = 1;
577 if (op->type == PLAYER) 486 if (op->type == PLAYER)
578 op->contr->do_los = 1; 487 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 489 }
581 490
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 492 {
584 success = 1; 493 success = 1;
585 if (flag > 0) 494 if (flag > 0)
586 { 495 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 498 else
590 { 499 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 501 if (op->type == PLAYER)
593 op->contr->do_los = 1; 502 op->contr->do_los = 1;
594 } 503 }
595 } 504 }
596 else 505 else
597 { 506 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 509 else
601 { 510 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 512 if (op->type == PLAYER)
610 { 519 {
611 success = 1; 520 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 } 522 }
614 523
524 if (digest_types [tmp->type])
525 {
615 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
616 { 527 {
617 success = 1; 528 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 } 530 }
620 531
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
622 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
623 success = 1; 535 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 } 537 }
626 538
627 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
629 { 541 {
630 success = 1; 542 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 } 544 }
633 545
634 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
635 { 547 {
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.");
550 }
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 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]);
651 else 565 else
652 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]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
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 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
674 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 586 */
677
678void 587void
679object::drain_stat () 588object::drain_stat ()
680{ 589{
681 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
682} 591}
683 592
684void 593void
685object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
686{ 595{
687 object *tmp; 596 object *tmp;
688 archetype *at; 597 archetype *at;
689 598
690 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
691 if (!at) 600 if (!at)
692 { 601 {
693 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return; 603 return;
695 } 604 }
697 { 606 {
698 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
699 608
700 if (!tmp) 609 if (!tmp)
701 { 610 {
702 tmp = arch_to_object (at); 611 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
705 } 614 }
706 } 615 }
707 616
708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
715 * via an applied bad_luck object. 624 * via an applied bad_luck object.
716 */ 625 */
717void 626void
718object::change_luck (int value) 627object::change_luck (int value)
719{ 628{
720 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
721 if (!at) 630 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
723 else 632 else
724 { 633 {
725 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
727 if (!tmp) 636 if (!tmp)
728 { 637 {
729 if (!value) 638 if (!value)
730 return; 639 return;
731 640
732 tmp = arch_to_object (at); 641 tmp = at->instance ();
733 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
735 } 644 }
736 645
737 if (value) 646 if (value)
738 { 647 {
739 /* 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
754 return; 663 return;
755 664
756 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
758 */ 667 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 669 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 671
763 stats.luck += diff; 672 stats.luck += diff;
764 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
771 * 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.
772 */ 681 */
773void 682void
774object::remove_statbonus () 683object::remove_statbonus ()
775{ 684{
776 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 686 {
778 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 690 }
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} 691}
792 692
793/* 693/*
794 * 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.
795 */ 695 */
796void 696void
797object::add_statbonus () 697object::add_statbonus ()
798{ 698{
799 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 700 {
801 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 704 }
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} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
815 720
816/* 721/*
817 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
822 */ 727 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
826 */ 730 */
827
828void 731void
829object::update_stats () 732object::update_stats ()
830{ 733{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 743
838 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 745 if (type == PLAYER)
840 { 746 {
747 contr->delayed_update = false;
748
841 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
843 751
844 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 753 contr->encumbrance = 0;
846 754
847 attacktype = 0; 755 attacktype = 0;
756
848 contr->digestion = 0; 757 contr->digestion = 0;
849 contr->gen_hp = 0; 758 contr->gen_hp = 0;
850 contr->gen_sp = 0; 759 contr->gen_sp = 0;
851 contr->gen_grace = 0; 760 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 762 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 763 }
864 764
865 memcpy (body_used, body_info, sizeof (body_info)); 765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
866 767
867 slaying = 0; 768 slaying = 0;
868 769
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
874 775
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
878 779
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
883 784
884 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
889 chosen_skill = NULL;
890 790
891 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
892 * archetype clone 792 * archetype clone
893 */ 793 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
895 795
896 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
897 { 797 {
898 if (resist[i] > 0) 798 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
900 else 800 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
902 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
903 } 804 }
904 805
905 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
907 808
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 814 * that their protection from physical goes down
914 */ 815 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
916 { 817 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 820 }
920 else 821 else
921 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
922 823
923 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
925 828
926 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
928 */ 831 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
931 { 833 {
932 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here.
934 */
935 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius;
937
938 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 836 * then calls this function.
941 */ 837 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
943 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
944 842
945 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
947 { 845 {
948 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
961 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
962 grace_obj = tmp; 860 grace_obj = tmp;
963 } 861 }
964 } 862 }
965 863
966 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
967 * objects need to make adjustments. 865 * objects need to make adjustments.
968 * This block should handle all player specific changes 866 * This block should handle all player specific changes
969 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
970 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
973 * up, etc. 871 * up, etc.
974 */ 872 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON)
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 876 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
977 { 877 {
978 if (type == PLAYER) 878 if (type == PLAYER)
979 { 879 {
980 if (tmp->type == BOW) 880 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 881
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
984 contr->ranges[range_misc] = tmp;
985
986 for (i = 0; i < NUM_STATS; i++) 882 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 883 stat_sum [i] += tmp->stats.stat (i);
988 884
989 /* these are the items that currently can change digestion, regeneration, 885 if (digest_types [tmp->type])
990 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array.
992 */
993 if ((tmp->type == WEAPON) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 (tmp->type == SKILL))
1001 { 886 {
1002 contr->digestion += tmp->stats.food; 887 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 888 contr->gen_hp += tmp->stats.hp;
889 if (tmp->type != BOW) // ugly exception for bows
1004 contr->gen_sp += tmp->stats.sp; 890 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 891 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 892 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 893 }
1009 } /* if this is a player */ 894 } /* if this is a player */
895 else
896 {
897 if (tmp->type == WEAPON)
898 current_weapon = tmp;
899 }
1010 900
1011 /* Update slots used for items */ 901 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 902 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 903 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 904 slot[i].used += tmp->slot[i].info;
1015 905
1016 if (tmp->type == SYMPTOM) 906 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 907 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1;
1021 }
1022 908
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 909 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 910 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 911 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 912 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 913 */
914 if (tmp->type == POTION_EFFECT)
915 for (int i = 0; i < NROFATTACKS; i++)
916 max_it (potion_resist[i], tmp->resist[i]);
1028 if (tmp->type != POTION) 917 else if (tmp->type != POTION)
918 for (int i = 0; i < NROFATTACKS; i++)
919 if (tmp->resist[i] > 0)
920 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
921 else if (tmp->resist[i] < 0)
922 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
923
924 /* There may be other things that should not adjust the attacktype */
925 if (tmp->type != SYMPTOM)
1029 { 926 {
1030 for (i = 0; i < NROFATTACKS; i++) 927 attacktype |= tmp->attacktype;
1031 { 928 path_attuned |= tmp->path_attuned;
1032 /* Potential for cursed potions, in which case we just can use 929 path_repelled |= tmp->path_repelled;
1033 * a straight MAX, as potion_resist is initialized to zero. 930 path_denied |= tmp->path_denied;
1034 */ 931 move_type |= tmp->move_type;
1035 if (tmp->type == POTION_EFFECT) 932 stats.luck += tmp->stats.luck;
1036 {
1037 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1039 else
1040 potion_resist[i] = tmp->resist[i];
1041 }
1042 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1046 }
1047 } 933 }
1048 934
1049 /* There may be other things that should not adjust the attacktype */ 935 flag |= tmp->flag & copy_flags;
1050 if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 attacktype |= tmp->attacktype;
1052 936
1053 path_attuned |= tmp->path_attuned; 937 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1054 path_repelled |= tmp->path_repelled; 938 this->set_flag (FLAG_UNDEAD);
1055 path_denied |= tmp->path_denied;
1056 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type;
1058 939
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 940 //TODO: copy_flags?
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 941 if (tmp->flag [FLAG_MAKE_INVIS])
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1063 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1064 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1065 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1066
1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1068 SET_FLAG (this, FLAG_UNDEAD);
1069
1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071 { 942 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS); 943 set_flag (FLAG_MAKE_INVIS);
1073 invisible = 1; 944 invisible = 1;
1074 } 945 }
1075 946
1076 if (tmp->stats.exp && tmp->type != SKILL) 947 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 948 {
1078 if (tmp->stats.exp > 0) 949 if (tmp->stats.exp > 0)
1079 { 950 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 951 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 952 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 953 }
1083 else 954 else
1084 added_speed += (float) tmp->stats.exp; 955 added_speed += tmp->stats.exp;
1085 } 956 }
1086 957
1087 switch (tmp->type) 958 switch (tmp->type)
1088 { 959 {
1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */
1091 case SKILL: 960 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 961 {
962 // some skills will end up here without counting as "applied"
963 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1093 break; 964 break;
1094 965
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 966 if (chosen_skill)
967 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 968 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
969 &name, &chosen_skill->name, &tmp->name);
1100 970
971 tmp->flag [FLAG_APPLIED] = false;
972 update_stats ();
973 return;
974 }
975
1101 chosen_skill = tmp; 976 chosen_skill = tmp;
1102 977
1103 if (tmp->stats.dam > 0) 978 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 979 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 980 if (!this->flag [FLAG_READY_WEAPON])
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 981 weapon_speed = max (0, WEAPON_SPEED (tmp));
1107 982
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight; 983 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 984 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 985
1114 if (tmp->magic) 986 if (tmp->magic)
1115 stats.dam += tmp->magic; 987 stats.dam += tmp->magic;
1116 } 988 }
1117 989
1118 if (tmp->stats.wc) 990 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 991 wc -= tmp->stats.wc + tmp->magic;
1120 992
1121 if (tmp->slaying != NULL) 993 if (tmp->slaying)
1122 slaying = tmp->slaying; 994 slaying = tmp->slaying;
1123 995
1124 if (tmp->stats.ac) 996 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 997 ac -= tmp->stats.ac + tmp->magic;
1126 998
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 999 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1000 contr->encumbrance += 3 * tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1001 }
1134 1002
1135 case SKILL_TOOL:
1136 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138
1139 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1003 break;
1144 1004
1145 case SHIELD: 1005 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1006 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1007 contr->encumbrance += tmp->weight / 2000;
1008 //FALLTHROUGH
1148 case RING: 1009 case RING:
1149 case AMULET: 1010 case AMULET:
1150 case GIRDLE: 1011 case GIRDLE:
1151 case HELMET: 1012 case HELMET:
1152 case BOOTS: 1013 case BOOTS:
1153 case GLOVES: 1014 case GLOVES:
1154 case CLOAK: 1015 case CLOAK:
1155 if (tmp->stats.wc) 1016 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1017 wc -= tmp->stats.wc + tmp->magic;
1157 1018
1158 if (tmp->stats.dam) 1019 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1020 stats.dam += tmp->stats.dam + tmp->magic;
1160 1021
1161 if (tmp->stats.ac) 1022 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1023 ac -= tmp->stats.ac + tmp->magic;
1163 1024
1164 break; 1025 break;
1165 1026
1027 case WAND:
1028 case ROD:
1029 case HORN:
1030 break;
1031
1032 case BOW:
1166 case WEAPON: 1033 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic); 1034 wc -= tmp->stats.wc + tmp->magic;
1168 1035
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1036 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1037 ac -= tmp->stats.ac + tmp->magic;
1171 1038
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1039 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1041 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1042
1176 if (weapon_speed < 0) 1043 if (weapon_speed < 0)
1177 weapon_speed = 0; 1044 weapon_speed = 0;
1178 1045
1179 slaying = tmp->slaying; 1046 slaying = tmp->slaying;
1047
1180 /* If there is desire that two handed weapons should do 1048 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1049 * extra strength damage, this is where the code should
1182 * go. 1050 * go.
1183 */ 1051 */
1184 current_weapon = tmp; 1052
1053 if (type == PLAYER)
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1054 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1055 contr->encumbrance += tmp->weight * 3 / 1000;
1187 1056
1188 break; 1057 break;
1189 1058
1190 case ARMOUR: /* Only the best of these three are used: */ 1059 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1061 contr->encumbrance += tmp->weight / 1000;
1193 1062
1194 case BRACERS: 1063 case BRACERS:
1195 case FORCE: 1064 case FORCE:
1196 if (tmp->stats.wc) 1065 if (tmp->stats.wc)
1197 { 1066 {
1214 else /* To nullify the below effect */ 1083 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1084 ac += tmp->stats.ac + tmp->magic;
1216 } 1085 }
1217 1086
1218 if (tmp->stats.wc) 1087 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1088 wc -= tmp->stats.wc + tmp->magic;
1220 1089
1221 if (tmp->stats.ac) 1090 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1091 ac -= tmp->stats.ac + tmp->magic;
1223 1092
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1093 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1094 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1095
1227 break; 1096 break;
1228 } /* switch tmp->type */ 1097 } /* switch tmp->type */
1229 } /* item is equipped */ 1098 } /* item is equipped */
1230 } /* for loop of items */ 1099 } /* for loop of items */
1100
1101 min_it (glow_radius, MAX_LIGHT_RADIUS);
1231 1102
1232 /* We've gone through all the objects the player has equipped. For many things, we 1103 /* We've gone through all the objects the player has equipped. For many things, we
1233 * have generated intermediate values which we now need to assign. 1104 * have generated intermediate values which we now need to assign.
1234 */ 1105 */
1235 1106
1237 * If there is an uncursed potion in effect, granting more protection 1108 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1109 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1110 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1111 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1112 */
1242 for (i = 0; i < NROFATTACKS; i++) 1113 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1114 {
1244 resist[i] = prot[i] - vuln[i]; 1115 resist[i] = prot[i] - vuln[i];
1245 1116
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1117 if (potion_resist[i] != -1000
1118 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1247 resist[i] = potion_resist[i]; 1119 resist[i] = potion_resist[i];
1248 } 1120 }
1249 1121
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1122 if (type == PLAYER)
1252 { 1123 {
1124 // clamp various player stats
1125 for (int i = 0; i < NUM_STATS; ++i)
1126 stats.stat (i) = stat_sum [i];
1127
1128 check_stat_bounds (&stats);
1129
1130 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1131
1132 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1133 int pl_level;
1254 1134
1255 check_stat_bounds (&(stats));
1256 pl_level = level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1135 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1136
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1137 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1138 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1139 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1140 stats.maxhp = 0;
1141 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1142 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1143 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1144
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1145 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1146 if (con_bonus[stats.Con] > 0)
1271 j++; 1147 j++;
1272 else 1148 else
1273 j--; 1149 j--;
1274 }
1275 1150
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1151 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1152 }
1278 1153
1279 for (i = 11; i <= level; i++) 1154 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1155
1282 if (stats.hp > stats.maxhp) 1156 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1157 stats.hp = stats.maxhp;
1284 1158
1285 /* Sp gain is controlled by the level of the player's 1159 /* Sp gain is controlled by the level of the player's
1298 1172
1299 if (mana_obj == this && type == PLAYER) 1173 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1174 stats.maxsp = 1;
1301 else 1175 else
1302 { 1176 {
1303 sp_tmp = 0.0; 1177 float sp_tmp = 0.f;
1304 1178
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1179 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1180 {
1307 float stmp; 1181 float stmp;
1308 1182
1309 /* Got some extra bonus at first level */ 1183 /* Got some extra bonus at first level */
1310 if (i < 2) 1184 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1186 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1188
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1189 sp_tmp += max (1.f, stmp);
1319 } 1190 }
1320 1191
1321 stats.maxsp = (int) sp_tmp; 1192 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 } 1193 }
1194
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1195 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1196 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1197
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1198 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1199 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1200 grace_obj = this;
1333 1201
1338 /* store grace in a float - this way, the divisions below don't create 1206 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1207 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1208 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1209 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1210 */
1343 sp_tmp = 0.0; 1211 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1212
1213 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1214 {
1346 float grace_tmp = 0.0; 1215 float grace_tmp = 0.f;
1347 1216
1348 /* Got some extra bonus at first level */ 1217 /* Got some extra bonus at first level */
1349 if (i < 2) 1218 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1220 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1222
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1223 sp_tmp += max (1.f, grace_tmp);
1360 } 1224 }
1361 1225
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1226 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1227 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1228 }
1229
1368 /* No limit on grace vs maxgrace */ 1230 /* No limit on grace vs maxgrace */
1369 1231
1370 if (contr->braced) 1232 if (contr->braced)
1371 { 1233 {
1372 ac += 2; 1234 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1246 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1247 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1248 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1249 * monster bonus the same as before. -b.t.
1388 */ 1250 */
1251 object *wc_obj = chosen_skill;
1389 1252
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1253 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1254 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1255 wc -= wc_obj->level + thaco_bonus[stats.Str];
1256
1393 for (i = 1; i < wc_obj->level; i++) 1257 for (int i = 1; i < wc_obj->level; i++)
1394 { 1258 {
1395 /* addtional wc every 6 levels */ 1259 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1260 if (!(i % 6))
1397 wc--; 1261 wc--;
1262
1398 /* addtional dam every 4 levels. */ 1263 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1264 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1265 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1266 }
1402 } 1267 }
1403 else 1268 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1269 wc -= level + thaco_bonus[stats.Str];
1405 1270
1406 stats.dam += dam_bonus[stats.Str]; 1271 stats.dam += dam_bonus[stats.Str];
1407 1272
1408 if (stats.dam < 1) 1273 if (stats.dam < 1)
1409 stats.dam = 1; 1274 stats.dam = 1;
1410 1275
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1276 speed = 1.f + speed_bonus[stats.Dex];
1412 1277
1413 if (settings.search_items && contr->search_str[0]) 1278 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1279 speed -= 1;
1415
1416 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */ 1280 } /* End if player */
1420 1281
1421 if (added_speed >= 0) 1282 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1283 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1284 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1285 speed /= 1.f - added_speed;
1425 1286
1426 /* Max is determined by armour */ 1287 /* Max is determined by armour */
1427 if (speed > max) 1288 speed = min (speed, max_speed);
1428 speed = max;
1429 1289
1430 if (type == PLAYER) 1290 if (type == PLAYER)
1431 { 1291 {
1432 /* f is a number the represents the number of kg above (positive num) 1292 /* f is a number the represents the number of kg above (positive num)
1433 * or below (negative number) that the player is carrying. If above 1293 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1294 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1295 * much above he is, and what is max carry is
1436 */ 1296 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1297 float f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1298 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1299 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1300 }
1441 1301
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1302 speed += bonus_speed / 10.f; /* Not affected by limits */
1303 speed *= speed_reduce_from_disease;
1443 1304
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1305 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1306 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1307 */
1447 speed = speed * speed_reduce_from_disease; 1308 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1448 1309
1449 if (speed < 0.01 && type == PLAYER) 1310 if (speed != old_speed)
1450 speed = 0.01; 1311 set_speed (speed);
1451 1312
1452 if (type == PLAYER) 1313 if (type == PLAYER)
1453 { 1314 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1315 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1316 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1317 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1318 * that would just be a real pain to read.
1460 */ 1319 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1320 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1321 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1322 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1323 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1324 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1325 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1326
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1327 K *= (4 + level) * 1.2f / (6 + level);
1328
1468 if (K <= 0) 1329 if (K <= 0.01f)
1469 K = 0.01; 1330 K = 0.01f;
1470 S = speed / (K * s); 1331
1471 contr->weapon_sp = S; 1332 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1333 }
1473 1334
1474 /* I want to limit the power of small monsters with big weapons: */ 1335 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1336 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1337 stats.dam = arch->stats.dam * 3;
1477 1338
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1339 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1340 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495 1341
1496 /* if for some reason the creature doesn't have any move type, 1342 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1343 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1344 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1345 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1348 if (move_type == 0)
1503 move_type = MOVE_WALK; 1349 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1350 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1351 move_type &= ~MOVE_WALK;
1506 1352
1507 update_ob_speed (this); 1353 // now apply the new move_type
1354 if (this->move_type != move_type)
1355 change_move_type (move_type);
1508 1356
1509 /* It is quite possible that a player's spell costing might have changed, 1357 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1358 * so we will check that now.
1511 */ 1359 */
1512 if (type == PLAYER) 1360 if (is_player ())
1361 contr->update_spells ();
1362
1363 // update the mapspace, if we are on a map
1364 if (!flag [FLAG_REMOVED] && map)
1365 map->at (x, y).flags_ = 0;
1366}
1367
1368void
1369object::set_glow_radius (sint8 rad)
1370{
1371 glow_radius = rad;
1372
1373 if (is_on_map ())
1374 update_all_los (map, x, y);
1375 else if (object *env = outer_env ())
1513 { 1376 {
1514 esrv_update_stats (contr); 1377 env->update_stats ();
1515 esrv_update_spells (contr); 1378
1379 if (env->is_on_map ())
1380 update_all_los (env->map, env->x, env->y);
1516 } 1381 }
1517} 1382}
1518 1383
1519/* 1384/*
1520 * Returns true if the given player is a legal class. 1385 * Returns true if the given player is a legal class.
1524 * false otherwise. 1389 * false otherwise.
1525 */ 1390 */
1526int 1391int
1527allowed_class (const object *op) 1392allowed_class (const object *op)
1528{ 1393{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1394 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1395 && op->stats.Str > 0
1396 && op->stats.Con > 0
1397 && op->stats.Int > 0
1398 && op->stats.Wis > 0
1399 && op->stats.Pow > 0
1400 && op->stats.Cha > 0;
1531} 1401}
1532 1402
1533/* 1403/*
1534 * set the new dragon name after gaining levels or 1404 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1405 * changing ability focus (later this can be extended to
1536 * eventually change the player's face and animation) 1406 * eventually change the player's face and animation)
1537 *
1538 * Note that the title is written to 'own_title' in the
1539 * player struct. This should be changed to 'ext_title'
1540 * as soon as clients support this!
1541 * Please, anyone, write support for 'ext_title'.
1542 */ 1407 */
1543void 1408void
1544set_dragon_name (object *pl, const object *abil, const object *skin) 1409set_dragon_name (object *pl, const object *abil, const object *skin)
1545{ 1410{
1546 int atnr = -1; /* attacknumber of highest level */ 1411 int atnr = -1; /* attacknumber of highest level */
1564 /* now if there are equals at highest level, pick the one with focus, 1429 /* now if there are equals at highest level, pick the one with focus,
1565 or else at random */ 1430 or else at random */
1566 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1431 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 atnr = abil->stats.exp; 1432 atnr = abil->stats.exp;
1568 1433
1569 level = (int) (level / 5.);
1570
1571 /* now set the new title */ 1434 /* now set the new title */
1572 if (pl->contr != NULL)
1573 {
1574 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1435 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576 else if (level == 1)
1577 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1436 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1578 else if (level == 2)
1579 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1437 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1580 else if (level == 3)
1581 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1438 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1582 else 1439 else
1583 { 1440 {
1584 /* special titles for extra high resistance! */ 1441 /* special titles for extra high resistance! */
1585 if (skin->resist[atnr] > 80)
1586 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1442 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1587 else if (skin->resist[atnr] > 50)
1588 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1443 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1589 else
1590 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1444 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1591 }
1592 } 1445 }
1593 1446
1594 strcpy (pl->contr->own_title, ""); 1447 strcpy (pl->contr->own_title, "");
1595} 1448}
1596 1449
1597/* 1450/*
1598 * This function is called when a dragon-player gains 1451 * This function is called when a dragon-player gains
1599 * an overall level. Here, the dragon might gain new abilities 1452 * an overall level. Here, the dragon might gain new abilities
1600 * or change the ability-focus. 1453 * or change the ability-focus.
1601 */ 1454 */
1602void 1455static void
1603dragon_level_gain (object *who) 1456dragon_level_gain (object *who)
1604{ 1457{
1605 object *abil = NULL; /* pointer to dragon ability force */ 1458 object *abil = NULL; /* pointer to dragon ability force */
1606 object *skin = NULL; /* pointer to dragon skin force */ 1459 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1460 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1461 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1462
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1463 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1464 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1465 if (tmp->type == FORCE)
1614 { 1466 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1467 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1468 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1469 skin = tmp;
1619 } 1470
1620 }
1621 /* if the force is missing -> bail out */ 1471 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1472 if (abil == NULL)
1623 return; 1473 return;
1624 1474
1625 /* The ability_force keeps track of maximum level ever achieved. 1475 /* The ability_force keeps track of maximum level ever achieved.
1666 object *skill_obj; 1516 object *skill_obj;
1667 1517
1668 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1518 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669 if (!skill_obj) 1519 if (!skill_obj)
1670 { 1520 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1521 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1672 return NULL; 1522 return NULL;
1673 } 1523 }
1524
1674 /* clear the flag - exp goes into this bucket, but player 1525 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1526 * still doesn't know it.
1676 */ 1527 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1528 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1529 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1530 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1531 op->insert (skill_obj);
1681 if (op->contr) 1532
1682 { 1533 if (player *pl = op->contr)
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1534 pl->link_skills ();
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1535
1685 }
1686 return skill_obj; 1536 return skill_obj;
1687} 1537}
1688
1689 1538
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1539/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1540 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1541 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1542 * don't really gain levels
1696 */ 1545 */
1697void 1546void
1698player_lvl_adj (object *who, object *op) 1547player_lvl_adj (object *who, object *op)
1699{ 1548{
1700 char buf[MAX_BUF]; 1549 char buf[MAX_BUF];
1550 bool changed = false;
1701 1551
1702 if (!op) /* when rolling stats */ 1552 if (!op) /* when rolling stats */
1703 op = who; 1553 op = who;
1704 1554
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1555 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1556 {
1557 changed = true;
1558
1707 op->level++; 1559 op->level++;
1708 1560
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1561 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1710 dragon_level_gain (who); 1562 dragon_level_gain (who);
1711 1563
1712 /* Only roll these if it is the player (who) that gained the level */ 1564 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1565 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1566 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1567 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1716 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1568 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1717 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1569 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1570 }
1719 1571
1720 who->update_stats ();
1721 if (op->level > 1) 1572 if (op->level > 1)
1722 { 1573 {
1723 if (op->type != PLAYER) 1574 if (op->type != PLAYER)
1575 {
1576 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1578 }
1725 else 1579 else
1580 {
1581 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1582 sprintf (buf, "You are now level %d.", op->level);
1583 }
1584
1727 if (who) 1585 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1586 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1587 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1588 }
1589
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1590 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1591 {
1592 changed = true;
1593
1734 op->level--; 1594 op->level--;
1735 who->update_stats (); 1595
1736 if (op->type != PLAYER) 1596 if (op->type != PLAYER)
1737 { 1597 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1598 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1599 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1600 }
1741 player_lvl_adj (who, op); /* To decrease more levels */
1742 } 1601 }
1743 1602
1744 /* check if the spell data has changed */ 1603 if (changed)
1745 esrv_update_stats (who->contr); 1604 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1746 esrv_update_spells (who->contr);
1747} 1605}
1748 1606
1749/* 1607/*
1750 * Returns how much experience is needed for a player to become 1608 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1609 * the given level. level should really never exceed max_level
1752 */ 1610 */
1753 1611
1754sint64 1612sint64
1755level_exp (int level, double expmul) 1613level_exp (int level, double expmul)
1756{ 1614{
1757 if (level > settings.max_level) 1615 return expmul * level_to_min_exp (level);
1758 return (sint64) (expmul * levels[settings.max_level]);
1759 return (sint64) (expmul * levels[level]);
1760} 1616}
1761 1617
1762/* 1618/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1619 * Ensure that the permanent experience requirements in an exp object are met.
1764 * This really just checks 'op to make sure the perm_exp value is within 1620 * This really just checks 'op to make sure the perm_exp value is within
1794 * flag is what to do if the player doesn't have the skill: 1650 * flag is what to do if the player doesn't have the skill:
1795 */ 1651 */
1796static void 1652static void
1797add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1653add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1798{ 1654{
1799 object *skill_obj = NULL; 1655 object *skill_obj;
1800 sint64 limit, exp_to_add; 1656 sint64 limit, exp_to_add;
1801 int i; 1657 int i;
1802 1658
1803 /* prevents some forms of abuse. */ 1659 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1660 if (op->contr->braced)
1805 exp = exp / 5; 1661 exp /= 5;
1806 1662
1807 /* Try to find the matching skill. 1663 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1664 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1665 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1666 * the players inventory.
1811 */ 1667 */
1668 skill_obj = 0;
1669
1812 if (skill_name) 1670 if (skill_name)
1813 { 1671 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1672 skill_obj = op->contr->find_skill (skill_name);
1815 skill_obj = op->chosen_skill;
1816 else
1817 {
1818 for (i = 0; i < NUM_SKILLS; i++)
1819 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1820 {
1821 skill_obj = op->contr->last_skill_ob[i];
1822 break;
1823 }
1824 1673
1825 /* Player doesn't have the skill. Check to see what to do, and give 1674 /* Player doesn't have the skill. Check to see what to do, and give
1826 * it to the player if necessary 1675 * it to the player if necessary
1827 */ 1676 */
1828 if (!skill_obj) 1677 if (!skill_obj)
1829 { 1678 {
1830 if (flag == SK_EXP_NONE) 1679 if (flag == SK_EXP_NONE)
1831 return; 1680 return;
1681
1832 else if (flag == SK_EXP_ADD_SKILL) 1682 if (flag == SK_EXP_ADD_SKILL)
1833 give_skill_by_name (op, skill_name); 1683 skill_obj = give_skill_by_name (op, skill_name);
1834 }
1835 } 1684 }
1836 } 1685 }
1837 1686
1838 if (flag != SK_EXP_SKILL_ONLY) 1687 if (flag != SK_EXP_SKILL_ONLY)
1839 { 1688 {
1840 /* Basically, you can never gain more experience in one shot 1689 /* Basically, you can never gain more experience in one shot
1841 * than half what you need to gain for next level. 1690 * than half what you need to gain for next level.
1842 */ 1691 */
1843 exp_to_add = exp; 1692 exp_to_add = exp;
1844 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1693 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1845 if (exp_to_add > limit) 1694 if (exp_to_add > limit)
1846 exp_to_add = limit; 1695 exp_to_add = limit;
1847 1696
1848 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1697 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1849 if (settings.permanent_exp_ratio) 1698 if (settings.permanent_exp_ratio)
1856 } 1705 }
1857 1706
1858 if (skill_obj) 1707 if (skill_obj)
1859 { 1708 {
1860 exp_to_add = exp; 1709 exp_to_add = exp;
1861 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1710 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1862 if (exp_to_add > limit) 1711 if (exp_to_add > limit)
1863 exp_to_add = limit; 1712 exp_to_add = limit;
1864 1713
1865 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1714 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1866 if (settings.permanent_exp_ratio) 1715 if (settings.permanent_exp_ratio)
1872 player_lvl_adj (op, skill_obj); 1721 player_lvl_adj (op, skill_obj);
1873 } 1722 }
1874} 1723}
1875 1724
1876/* This function checks to make sure that object 'op' can 1725/* This function checks to make sure that object 'op' can
1877 * lost 'exp' experience. It returns the amount of exp 1726 * lose 'exp' experience. It returns the amount of exp
1878 * object 'op' can in fact lose - it basically makes 1727 * object 'op' can in fact lose - it basically makes
1879 * adjustments based on permanent exp and the like. 1728 * adjustments based on permanent exp and the like.
1880 * This function should always be used for losing experience - 1729 * This function should always be used for losing experience -
1881 * the 'exp' value passed should be positive - this is the 1730 * the 'exp' value passed should be positive - this is the
1882 * amount that should get subtract from the player. 1731 * amount that should get subtract from the player.
1883 */ 1732 */
1884sint64 1733static sint64
1885check_exp_loss (const object *op, sint64 exp) 1734check_exp_loss (const object *op, sint64 exp)
1886{ 1735{
1887 sint64 del_exp; 1736 sint64 del_exp;
1888 1737
1889 if (exp > op->stats.exp) 1738 if (exp > op->stats.exp)
1890 exp = op->stats.exp; 1739 exp = op->stats.exp;
1740
1891 if (settings.permanent_exp_ratio) 1741 if (settings.permanent_exp_ratio)
1892 { 1742 {
1893 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1743 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1744
1894 if (del_exp < 0) 1745 if (del_exp < 0)
1895 del_exp = 0; 1746 del_exp = 0;
1747
1896 if (exp > del_exp) 1748 if (exp > del_exp)
1897 exp = del_exp; 1749 exp = del_exp;
1898 } 1750 }
1751
1899 return exp; 1752 return exp;
1900} 1753}
1901 1754
1902sint64 1755sint64
1903check_exp_adjust (const object *op, sint64 exp) 1756check_exp_adjust (const object *op, sint64 exp)
1904{ 1757{
1905 if (exp < 0) 1758 if (exp < 0)
1906 return check_exp_loss (op, exp); 1759 return check_exp_loss (op, exp);
1907 else 1760 else
1908 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1761 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1909} 1762}
1910
1911 1763
1912/* Subtracts experience from player. 1764/* Subtracts experience from player.
1913 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1765 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1914 * only subtract from the matching skill. Otherwise, 1766 * only subtract from the matching skill. Otherwise,
1915 * this subtracts a portion from all 1767 * this subtracts a portion from all
1929 sint64 del_exp; 1781 sint64 del_exp;
1930 1782
1931 for (tmp = op->inv; tmp; tmp = tmp->below) 1783 for (tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->type == SKILL && tmp->stats.exp) 1784 if (tmp->type == SKILL && tmp->stats.exp)
1933 { 1785 {
1934 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1786 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1935 { 1787 {
1936 del_exp = check_exp_loss (tmp, exp); 1788 del_exp = check_exp_loss (tmp, exp);
1937 tmp->stats.exp -= del_exp; 1789 tmp->stats.exp -= del_exp;
1938 player_lvl_adj (op, tmp); 1790 player_lvl_adj (op, tmp);
1939 } 1791 }
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1797 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1798 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1799 player_lvl_adj (op, tmp);
1948 } 1800 }
1949 } 1801 }
1802
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1803 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1804 {
1952 del_exp = check_exp_loss (op, exp); 1805 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1806 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1807 player_lvl_adj (op, NULL);
1955 } 1808 }
1956} 1809}
1957
1958
1959 1810
1960/* change_exp() - changes experience to a player/monster. This 1811/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1812 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1813 *
1963 * The exp passed is typically not modified much by this function - 1814 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1815 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1816 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1817 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1818 * these last two values are only used for players.
1968 */ 1819 */
1969
1970void 1820void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1821change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1822{
1973
1974#ifdef EXP_DEBUG 1823#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1824 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1825#endif
1977 1826
1978 /* safety */ 1827 /* safety */
1994 * worth. 1843 * worth.
1995 */ 1844 */
1996 if (op->type != PLAYER) 1845 if (op->type != PLAYER)
1997 { 1846 {
1998 /* Sanity check */ 1847 /* Sanity check */
1999 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1848 if (!op->flag [FLAG_ALIVE])
2000 return; 1849 return;
2001 1850
2002 /* reset exp to max allowed value. We subtract from 1851 /* reset exp to max allowed value. We subtract from
2003 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1852 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2004 * more than max exp, just return. 1853 * more than max exp, just return.
2019 else 1868 else
2020 /* note that when you lose exp, it doesn't go against 1869 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1870 * a particular skill, so we don't need to pass that
2022 * along. 1871 * along.
2023 */ 1872 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1873 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1874 }
2027} 1875}
2028 1876
2029/* Applies a death penalty experience, the size of this is defined by the 1877/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1878 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1879 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1880 */
2033
2034void 1881void
2035apply_death_exp_penalty (object *op) 1882apply_death_exp_penalty (object *op)
2036{ 1883{
2037 object *tmp;
2038 sint64 loss; 1884 sint64 loss;
2039 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1885 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1886 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041 1887
2042 for (tmp = op->inv; tmp; tmp = tmp->below) 1888 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == SKILL && tmp->stats.exp) 1889 if (tmp->type == SKILL && tmp->stats.exp)
2044 { 1890 {
2045
2046 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1891 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2047 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1892 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2048 1893
2049 /* With the revised exp system, you can get cases where 1894 /* With the revised exp system, you can get cases where
2050 * losing several levels would still require that you have more 1895 * losing several levels would still require that you have more
2051 * exp than you currently have - this is true if the levels 1896 * exp than you currently have - this is true if the levels
2052 * tables is a lot harder. 1897 * tables is a lot harder.
2053 */ 1898 */
2054 if (level_loss < 0) 1899 if (level_loss < 0)
2055 level_loss = 0; 1900 level_loss = 0;
2056 1901
2057 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1902 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2058 1903
2059 tmp->stats.exp -= loss; 1904 tmp->stats.exp -= loss;
2060 player_lvl_adj (op, tmp); 1905 player_lvl_adj (op, tmp);
2061 } 1906 }
2062 1907
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1908 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1909 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1910
2065 if (level_loss < 0) 1911 if (level_loss < 0)
2066 level_loss = 0; 1912 level_loss = 0;
1913
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1914 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2068 1915
2069 op->stats.exp -= loss; 1916 op->stats.exp -= loss;
2070 player_lvl_adj (op, NULL); 1917 player_lvl_adj (op, NULL);
2071} 1918}
2072 1919

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