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Comparing deliantra/server/common/living.C (file contents):
Revision 1.23 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.118 by root, Sun Apr 11 00:34:05 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 */
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 263 * 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. 264 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 265 */
351#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 268
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 270
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
371 char message[MAX_BUF]; 287 char message[MAX_BUF];
372 int potion_max = 0; 288 int potion_max = 0;
373 289
374 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
377 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 296
380 if (op->type == PLAYER) 297 if (op->type == PLAYER)
381 { 298 {
382 if (tmp->type == POTION) 299 if (tmp->type == POTION)
383 { 300 {
384 potion_max = 1; 301 potion_max = 1;
302
385 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
386 { 304 {
387 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
388 306 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 307
392 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
394 310
395 /* Do some bounds checking. While I don't think any 311 /* 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 312 * that adjust that stat by more than one point, so we need
398 * to allow for that. 313 * to allow for that.
399 */ 314 */
400 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 316 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 318 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 319
407 if (nstat != ostat) 320 if (nstat != ostat)
408 { 321 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 323 potion_max = 0;
411 } 324 }
412 else if (i) 325 else if (i)
413 { 326 {
414 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
418 331
419 /* This section of code ups the characters normal stats also. I am not 332 /* 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 333 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 334 * recalculates this anyway.
422 */ 335 */
423 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 338
426 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 340 } /* end of potion handling code */
428 } 341 }
429 342
430 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 344 * everything to set
432 */ 345 */
433 if (flag == -1) 346 if (flag == -1)
434 { 347 {
435 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 353 * and not the other move_ fields.
441 */ 354 */
442 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
443 } 356 }
444 357
445 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
448 */ 361 */
449 op->update_stats (); 362 op->update_stats ();
450 363
451 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 365 * print out message if this is a bow.
453 */ 366 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 368 {
456 success = 1; 369 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 371 }
459 372
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 374 {
462 success = 1; 375 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 377 }
465 378
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 380 {
468 success = 1; 381 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 383 }
471 384
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 386 {
474 success = 1; 387 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 389 }
477 390
479 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 395 * from fly high)
483 */ 396 */
484 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
485 { 398 {
486 success = 1; 399 success = 1;
487 400
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
490 */ 403 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 405 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 407 }
495 408
496 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 410 {
498 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 412 * in that case, you don't actually land
500 */ 413 */
501 DIFF_MSG (flag, "You soar into the air air!.", 414 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.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 416 }
417
504 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 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 } 420 }
510 421
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 423 * originally undead may change their status
513 */ 424 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 427 {
517 success = 1; 428 success = 1;
518 if (flag > 0) 429 if (flag > 0)
519 { 430 {
520 op->race = "undead"; 431 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 433 }
523 else 434 else
524 { 435 {
525 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 438 }
528 } 439 }
529 440
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 442 {
532 success = 1; 443 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 445 }
535 446
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 448 {
538 success = 1; 449 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 451 }
541 452
542 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 454 * vision
544 */ 455 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
546 { 457 {
547 success = 1; 458 success = 1;
548 if (flag > 0) 459 if (flag > 0)
549 { 460 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 463 else
553 { 464 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 466 op->set_flag (FLAG_BLIND);
556 if (op->type == PLAYER) 467 if (op->type == PLAYER)
557 op->contr->do_los = 1; 468 op->contr->do_los = 1;
558 } 469 }
559 } 470 }
560 else 471 else
561 { 472 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 475 else
565 { 476 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 478 op->clr_flag (FLAG_BLIND);
568 if (op->type == PLAYER) 479 if (op->type == PLAYER)
569 op->contr->do_los = 1; 480 op->contr->do_los = 1;
570 } 481 }
571 } 482 }
572 } 483 }
573 484
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 486 {
576 success = 1; 487 success = 1;
577 if (op->type == PLAYER) 488 if (op->type == PLAYER)
578 op->contr->do_los = 1; 489 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 491 }
581 492
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 494 {
584 success = 1; 495 success = 1;
585 if (flag > 0) 496 if (flag > 0)
586 { 497 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 500 else
590 { 501 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 503 if (op->type == PLAYER)
593 op->contr->do_los = 1; 504 op->contr->do_los = 1;
594 } 505 }
595 } 506 }
596 else 507 else
597 { 508 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 511 else
601 { 512 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 514 if (op->type == PLAYER)
610 { 521 {
611 success = 1; 522 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 } 524 }
614 525
526 if (digest_types [tmp->type])
527 {
615 if (tmp->stats.hp && op->type == PLAYER) 528 if (tmp->stats.hp && op->type == PLAYER)
616 { 529 {
617 success = 1; 530 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 } 532 }
620 533
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 534 if (tmp->stats.sp && op->type == PLAYER
622 { 535 && tmp->type != SKILL && tmp->type != BOW)
536 {
623 success = 1; 537 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 } 539 }
626 540
627 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER) 542 if (tmp->stats.grace && op->type == PLAYER)
629 { 543 {
630 success = 1; 544 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 } 546 }
633 547
634 if (tmp->stats.food && op->type == PLAYER) 548 if (tmp->stats.food && op->type == PLAYER)
635 { 549 {
636 success = 1; 550 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 }
638 } 553 }
639 554
640 /* Messages for changed resistance */ 555 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 556 for (int i = 0; i < NROFATTACKS; i++)
642 { 557 {
643 if (i == ATNR_PHYSICAL) 558 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 559 continue; /* Don't display about armour */
645 560
646 if (op->resist[i] != refop.resist[i]) 561 if (op->resist [i] != prev_resist [i])
647 { 562 {
648 success = 1; 563 success = 1;
564
649 if (op->resist[i] > refop.resist[i]) 565 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 567 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 568 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 569
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 570 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 571 }
656 } 572 }
657 573
658 if (!potion_max) 574 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 575 for (int j = 0; j < NUM_STATS; j++)
661 { 576 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 577 {
664 success = 1; 578 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 579 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 580 }
667 }
668 }
669 581
670 return success; 582 return success;
671} 583}
672 584
673/* 585/*
674 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 588 */
677
678void 589void
679object::drain_stat () 590object::drain_stat ()
680{ 591{
681 drain_specific_stat (RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
682} 593}
683 594
684void 595void
685object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
686{ 597{
687 object *tmp; 598 object *tmp;
688 archetype *at; 599 archetype *at;
689 600
690 at = archetype::find (ARCH_DEPLETION); 601 at = archetype::find (shstr_depletion);
691 if (!at) 602 if (!at)
692 { 603 {
693 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return; 605 return;
695 } 606 }
697 { 608 {
698 tmp = present_arch_in_ob (at, this); 609 tmp = present_arch_in_ob (at, this);
699 610
700 if (!tmp) 611 if (!tmp)
701 { 612 {
702 tmp = arch_to_object (at); 613 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, this); 614 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 615 tmp->set_flag (FLAG_APPLIED);
705 } 616 }
706 } 617 }
707 618
708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
715 * via an applied bad_luck object. 626 * via an applied bad_luck object.
716 */ 627 */
717void 628void
718object::change_luck (int value) 629object::change_luck (int value)
719{ 630{
720 archetype *at = archetype::find ("luck"); 631 archetype *at = archetype::find (shstr_luck);
721 if (!at) 632 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
723 else 634 else
724 { 635 {
725 object *tmp = present_arch_in_ob (at, this); 636 object *tmp = present_arch_in_ob (at, this);
727 if (!tmp) 638 if (!tmp)
728 { 639 {
729 if (!value) 640 if (!value)
730 return; 641 return;
731 642
732 tmp = arch_to_object (at); 643 tmp = at->instance ();
733 tmp = insert_ob_in_ob (tmp, this); 644 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED); 645 tmp->set_flag (FLAG_APPLIED);
735 } 646 }
736 647
737 if (value) 648 if (value)
738 { 649 {
739 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
754 return; 665 return;
755 666
756 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
758 */ 669 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 671 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 673
763 stats.luck += diff; 674 stats.luck += diff;
764 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 683 */
773void 684void
774object::remove_statbonus () 685object::remove_statbonus ()
775{ 686{
776 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 688 {
778 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 692 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 693}
792 694
793/* 695/*
794 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 697 */
796void 698void
797object::add_statbonus () 699object::add_statbonus ()
798{ 700{
799 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 702 {
801 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 706 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 707}
708
709static struct copy_flags : object::flags_t
710{
711 copy_flags ()
712 {
713 set (FLAG_LIFESAVE);
714 set (FLAG_REFL_SPELL);
715 set (FLAG_REFL_MISSILE);
716 set (FLAG_STEALTH);
717 set (FLAG_XRAYS);
718 set (FLAG_BLIND);
719 set (FLAG_SEE_IN_DARK);
720 }
721} copy_flags;
815 722
816/* 723/*
817 * Updates all abilities given by applied objects in the inventory 724 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 725 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 726 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 727 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 728 * and then adjusts them according to what the player has equipped.
822 */ 729 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 730 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 731 * spell system split, grace points now added to system --peterm
826 */ 732 */
827
828void 733void
829object::update_stats () 734object::update_stats ()
830{ 735{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 736 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 737 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 745
838 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 747 if (type == PLAYER)
840 { 748 {
749 contr->delayed_update = false;
750
841 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 752 stat_sum [i] = contr->orig_stats.stat (i);
843 753
844 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 755 contr->encumbrance = 0;
846 756
847 attacktype = 0; 757 attacktype = 0;
758
848 contr->digestion = 0; 759 contr->digestion = 0;
849 contr->gen_hp = 0; 760 contr->gen_hp = 0;
850 contr->gen_sp = 0; 761 contr->gen_sp = 0;
851 contr->gen_grace = 0; 762 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 764 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 } 765 }
864 766
865 memcpy (body_used, body_info, sizeof (body_info)); 767 for (int i = NUM_BODY_LOCATIONS; i--; )
768 slot[i].used = slot[i].info;
866 769
867 slaying = 0; 770 slaying = 0;
868 771
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
874 777
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
878 781
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 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); 783 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); 784 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); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
883 786
884 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
889 chosen_skill = NULL;
890 792
891 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
892 * archetype clone 794 * archetype clone
893 */ 795 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
895 797
896 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
897 { 799 {
898 if (resist[i] > 0) 800 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
900 else 802 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
902 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
903 } 806 }
904 807
905 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
907 810
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * 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, 814 * 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 815 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 816 * that their protection from physical goes down
914 */ 817 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
916 { 819 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 822 }
920 else 823 else
921 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
922 825
923 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
925 830
926 /* OK - we've reset most all the objects attributes to sane values. 831 /* 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. 832 * now go through and make adjustments for what the player has equipped.
928 */ 833 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
931 { 835 {
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 836 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil 837 * applied so we can tell the player what changed. But change_abil
940 * then calls this function. 838 * then calls this function.
941 */ 839 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
943 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
944 844
945 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
947 { 847 {
948 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
961 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
962 grace_obj = tmp; 862 grace_obj = tmp;
963 } 863 }
964 } 864 }
965 865
966 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
967 * objects need to make adjustments. 867 * objects need to make adjustments.
968 * This block should handle all player specific changes 868 * This block should handle all player specific changes
969 * The check for Praying is a bit of a hack - god given bonuses are put 869 * 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. 870 * 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, 871 * 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 872 * because the skill shouldn't count against body positions being used
973 * up, etc. 873 * up, etc.
974 */ 874 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON)
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
977 { 879 {
978 if (type == PLAYER) 880 if (type == PLAYER)
979 { 881 {
980 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 883
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++) 884 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
988 886
989 /* these are the items that currently can change digestion, regeneration, 887 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 { 888 {
1002 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1004 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 895 }
1009 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1010 902
1011 /* Update slots used for items */ 903 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1015 907
1016 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0; 909 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 910
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
1028 if (tmp->type != POTION) 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1029 { 928 {
1030 for (i = 0; i < NROFATTACKS; i++) 929 attacktype |= tmp->attacktype;
1031 { 930 path_attuned |= tmp->path_attuned;
1032 /* Potential for cursed potions, in which case we just can use 931 path_repelled |= tmp->path_repelled;
1033 * a straight MAX, as potion_resist is initialised to zero. 932 path_denied |= tmp->path_denied;
1034 */ 933 move_type |= tmp->move_type;
1035 if (tmp->type == POTION_EFFECT) 934 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 } 935 }
1048 936
1049 /* There may be other things that should not adjust the attacktype */ 937 flag |= tmp->flag & copy_flags;
1050 if (tmp->type != BOW && tmp->type != SYMPTOM)
1051 attacktype |= tmp->attacktype;
1052 938
1053 path_attuned |= tmp->path_attuned; 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1054 path_repelled |= tmp->path_repelled; 940 this->set_flag (FLAG_UNDEAD);
1055 path_denied |= tmp->path_denied;
1056 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type;
1058 941
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 942 //TODO: copy_flags?
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 943 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 { 944 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS); 945 this->set_flag (FLAG_MAKE_INVIS);
1073 invisible = 1; 946 invisible = 1;
1074 } 947 }
1075 948
1076 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 950 {
1078 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1079 { 952 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 955 }
1083 else 956 else
1084 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1085 } 958 }
1086 959
1087 switch (tmp->type) 960 switch (tmp->type)
1088 { 961 {
1089 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */
1091 case SKILL: 962 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1093 break; 966 break;
1094 967
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 968 if (chosen_skill)
969 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1100 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1101 chosen_skill = tmp; 978 chosen_skill = tmp;
1102 979
1103 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1107 984
1108 if (weapon_speed < 0)
1109 weapon_speed = 0;
1110
1111 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 987
1114 if (tmp->magic) 988 if (tmp->magic)
1115 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1116 } 990 }
1117 991
1118 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1120 994
1121 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1122 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1123 997
1124 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1126 1000
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += 3 * tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1003 }
1134 1004
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; 1005 break;
1144 1006
1145 case SHIELD: 1007 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += tmp->weight / 2000;
1010 //FALLTHROUGH
1148 case RING: 1011 case RING:
1149 case AMULET: 1012 case AMULET:
1150 case GIRDLE: 1013 case GIRDLE:
1151 case HELMET: 1014 case HELMET:
1152 case BOOTS: 1015 case BOOTS:
1153 case GLOVES: 1016 case GLOVES:
1154 case CLOAK: 1017 case CLOAK:
1155 if (tmp->stats.wc) 1018 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1019 wc -= tmp->stats.wc + tmp->magic;
1157 1020
1158 if (tmp->stats.dam) 1021 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1160 1023
1161 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1025 ac -= tmp->stats.ac + tmp->magic;
1163 1026
1164 break; 1027 break;
1165 1028
1029 case WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1034 case BOW:
1166 case WEAPON: 1035 case WEAPON:
1167 wc -= (tmp->stats.wc + tmp->magic); 1036 wc -= tmp->stats.wc + tmp->magic;
1168 1037
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1171 1040
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1041 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1044
1176 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1177 weapon_speed = 0; 1046 weapon_speed = 0;
1178 1047
1179 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1049
1180 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1182 * go. 1052 * go.
1183 */ 1053 */
1184 current_weapon = tmp; 1054
1055 if (type == PLAYER)
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1056 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1187 1058
1188 break; 1059 break;
1189 1060
1190 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1063 contr->encumbrance += tmp->weight / 1000;
1193 1064
1194 case BRACERS: 1065 case BRACERS:
1195 case FORCE: 1066 case FORCE:
1196 if (tmp->stats.wc) 1067 if (tmp->stats.wc)
1197 { 1068 {
1214 else /* To nullify the below effect */ 1085 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1086 ac += tmp->stats.ac + tmp->magic;
1216 } 1087 }
1217 1088
1218 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1090 wc -= tmp->stats.wc + tmp->magic;
1220 1091
1221 if (tmp->stats.ac) 1092 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1093 ac -= tmp->stats.ac + tmp->magic;
1223 1094
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1095 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1096 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1097
1227 break; 1098 break;
1228 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1229 } /* item is equipped */ 1100 } /* item is equipped */
1230 } /* for loop of items */ 1101 } /* for loop of items */
1102
1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1231 1104
1232 /* We've gone through all the objects the player has equipped. For many things, we 1105 /* 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. 1106 * have generated intermediate values which we now need to assign.
1234 */ 1107 */
1235 1108
1237 * If there is an uncursed potion in effect, granting more protection 1110 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1111 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1112 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1113 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1114 */
1242 for (i = 0; i < NROFATTACKS; i++) 1115 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1116 {
1244 resist[i] = prot[i] - vuln[i]; 1117 resist[i] = prot[i] - vuln[i];
1245 1118
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1119 if (potion_resist[i] != -1000
1120 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1247 resist[i] = potion_resist[i]; 1121 resist[i] = potion_resist[i];
1248 } 1122 }
1249 1123
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1124 if (type == PLAYER)
1252 { 1125 {
1126 // clamp various player stats
1127 for (int i = 0; i < NUM_STATS; ++i)
1128 stats.stat (i) = stat_sum [i];
1129
1130 check_stat_bounds (&stats);
1131
1132 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1133
1134 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1135 int pl_level;
1254 1136
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! */ 1137 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1138
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1139 /* 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. 1140 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1141 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1142 stats.maxhp = 0;
1143 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1144 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1145 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1146
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1147 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1148 if (con_bonus[stats.Con] > 0)
1271 j++; 1149 j++;
1272 else 1150 else
1273 j--; 1151 j--;
1274 }
1275 1152
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1153 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1154 }
1278 1155
1279 for (i = 11; i <= level; i++) 1156 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1157
1282 if (stats.hp > stats.maxhp) 1158 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1159 stats.hp = stats.maxhp;
1284 1160
1285 /* Sp gain is controlled by the level of the player's 1161 /* Sp gain is controlled by the level of the player's
1298 1174
1299 if (mana_obj == this && type == PLAYER) 1175 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1176 stats.maxsp = 1;
1301 else 1177 else
1302 { 1178 {
1303 sp_tmp = 0.0; 1179 float sp_tmp = 0.f;
1304 1180
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1181 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1182 {
1307 float stmp; 1183 float stmp;
1308 1184
1309 /* Got some extra bonus at first level */ 1185 /* Got some extra bonus at first level */
1310 if (i < 2) 1186 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1188 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1189 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1190
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1191 sp_tmp += max (1.f, stmp);
1319 } 1192 }
1320 1193
1321 stats.maxsp = (int) sp_tmp; 1194 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 } 1195 }
1196
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1197 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1198 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1199
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1200 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1201 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1202 grace_obj = this;
1333 1203
1338 /* store grace in a float - this way, the divisions below don't create 1208 /* 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 1209 * 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 1210 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1211 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1212 */
1343 sp_tmp = 0.0; 1213 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1214
1215 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1216 {
1346 float grace_tmp = 0.0; 1217 float grace_tmp = 0.f;
1347 1218
1348 /* Got some extra bonus at first level */ 1219 /* Got some extra bonus at first level */
1349 if (i < 2) 1220 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1221 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 1222 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1223 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1224
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1225 sp_tmp += max (1.f, grace_tmp);
1360 } 1226 }
1361 1227
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1228 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1229 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1230 }
1231
1368 /* No limit on grace vs maxgrace */ 1232 /* No limit on grace vs maxgrace */
1369 1233
1370 if (contr->braced) 1234 if (contr->braced)
1371 { 1235 {
1372 ac += 2; 1236 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1248 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1249 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1250 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1251 * monster bonus the same as before. -b.t.
1388 */ 1252 */
1253 object *wc_obj = chosen_skill;
1389 1254
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1255 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1256 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1257 wc -= wc_obj->level + thaco_bonus[stats.Str];
1258
1393 for (i = 1; i < wc_obj->level; i++) 1259 for (int i = 1; i < wc_obj->level; i++)
1394 { 1260 {
1395 /* addtional wc every 6 levels */ 1261 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1262 if (!(i % 6))
1397 wc--; 1263 wc--;
1264
1398 /* addtional dam every 4 levels. */ 1265 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1266 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1267 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1268 }
1402 } 1269 }
1403 else 1270 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1271 wc -= level + thaco_bonus[stats.Str];
1405 1272
1406 stats.dam += dam_bonus[stats.Str]; 1273 stats.dam += dam_bonus[stats.Str];
1407 1274
1408 if (stats.dam < 1) 1275 if (stats.dam < 1)
1409 stats.dam = 1; 1276 stats.dam = 1;
1410 1277
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1278 speed = 1.f + speed_bonus[stats.Dex];
1412 1279
1413 if (settings.search_items && contr->search_str[0]) 1280 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1281 speed -= 1;
1415
1416 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype;
1418
1419 } /* End if player */ 1282 } /* End if player */
1420 1283
1421 if (added_speed >= 0) 1284 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1285 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1286 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1287 speed /= 1.f - added_speed;
1425 1288
1426 /* Max is determined by armour */ 1289 /* Max is determined by armour */
1427 if (speed > max) 1290 speed = min (speed, max_speed);
1428 speed = max;
1429 1291
1430 if (type == PLAYER) 1292 if (type == PLAYER)
1431 { 1293 {
1432 /* f is a number the represents the number of kg above (positive num) 1294 /* 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 1295 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1296 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1297 * much above he is, and what is max carry is
1436 */ 1298 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1299 float f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1300 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1301 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1302 }
1441 1303
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1304 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 speed *= speed_reduce_from_disease;
1443 1306
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1307 /* 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. 1308 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1309 */
1447 speed = speed * speed_reduce_from_disease; 1310 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1448 1311
1449 if (speed < 0.01 && type == PLAYER) 1312 if (speed != old_speed)
1450 speed = 0.01; 1313 set_speed (speed);
1451 1314
1452 if (type == PLAYER) 1315 if (type == PLAYER)
1453 { 1316 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1317 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1318 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1319 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1320 * that would just be a real pain to read.
1460 */ 1321 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1322 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1323 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1324 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1325 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1326 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1327 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1328
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1329 K *= (4 + level) * 1.2f / (6 + level);
1330
1468 if (K <= 0) 1331 if (K <= 0.01f)
1469 K = 0.01; 1332 K = 0.01f;
1470 S = speed / (K * s); 1333
1471 contr->weapon_sp = S; 1334 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1335 }
1473 1336
1474 /* I want to limit the power of small monsters with big weapons: */ 1337 /* 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) 1338 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1339 stats.dam = arch->stats.dam * 3;
1477 1340
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1341 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1342 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 1343
1496 /* if for some reason the creature doesn't have any move type, 1344 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1345 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1346 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1347 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1350 if (move_type == 0)
1503 move_type = MOVE_WALK; 1351 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1352 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1353 move_type &= ~MOVE_WALK;
1506 1354
1507 set_speed (speed); 1355 // now apply the new move_type
1356 if (this->move_type != move_type)
1357 change_move_type (move_type);
1508 1358
1509 /* It is quite possible that a player's spell costing might have changed, 1359 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1360 * so we will check that now.
1511 */ 1361 */
1512 if (type == PLAYER) 1362 if (is_player ())
1363 contr->update_spells ();
1364
1365 // update the mapspace, if we are on a map
1366 if (!flag [FLAG_REMOVED] && map)
1367 map->at (x, y).flags_ = 0;
1368}
1369
1370void
1371object::set_glow_radius (sint8 rad)
1372{
1373 glow_radius = rad;
1374
1375 if (is_on_map ())
1376 update_all_los (map, x, y);
1377 else if (object *env = outer_env ())
1513 { 1378 {
1514 esrv_update_stats (contr); 1379 env->update_stats ();
1515 esrv_update_spells (contr); 1380
1381 if (env->is_on_map ())
1382 update_all_los (env->map, env->x, env->y);
1516 } 1383 }
1517} 1384}
1518 1385
1519/* 1386/*
1520 * Returns true if the given player is a legal class. 1387 * Returns true if the given player is a legal class.
1524 * false otherwise. 1391 * false otherwise.
1525 */ 1392 */
1526int 1393int
1527allowed_class (const object *op) 1394allowed_class (const object *op)
1528{ 1395{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1396 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1397 && op->stats.Str > 0
1398 && op->stats.Con > 0
1399 && op->stats.Int > 0
1400 && op->stats.Wis > 0
1401 && op->stats.Pow > 0
1402 && op->stats.Cha > 0;
1531} 1403}
1532 1404
1533/* 1405/*
1534 * set the new dragon name after gaining levels or 1406 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1407 * changing ability focus (later this can be extended to
1536 * eventually change the player's face and animation) 1408 * 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 */ 1409 */
1543void 1410void
1544set_dragon_name (object *pl, const object *abil, const object *skin) 1411set_dragon_name (object *pl, const object *abil, const object *skin)
1545{ 1412{
1546 int atnr = -1; /* attacknumber of highest level */ 1413 int atnr = -1; /* attacknumber of highest level */
1564 /* now if there are equals at highest level, pick the one with focus, 1431 /* now if there are equals at highest level, pick the one with focus,
1565 or else at random */ 1432 or else at random */
1566 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1433 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 atnr = abil->stats.exp; 1434 atnr = abil->stats.exp;
1568 1435
1569 level = (int) (level / 5.);
1570
1571 /* now set the new title */ 1436 /* now set the new title */
1572 if (pl->contr != NULL)
1573 {
1574 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1437 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]); 1438 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]); 1439 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]); 1440 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1582 else 1441 else
1583 { 1442 {
1584 /* special titles for extra high resistance! */ 1443 /* special titles for extra high resistance! */
1585 if (skin->resist[atnr] > 80)
1586 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1444 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]); 1445 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]); 1446 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1591 }
1592 } 1447 }
1593 1448
1594 strcpy (pl->contr->own_title, ""); 1449 strcpy (pl->contr->own_title, "");
1595} 1450}
1596 1451
1597/* 1452/*
1598 * This function is called when a dragon-player gains 1453 * This function is called when a dragon-player gains
1599 * an overall level. Here, the dragon might gain new abilities 1454 * an overall level. Here, the dragon might gain new abilities
1600 * or change the ability-focus. 1455 * or change the ability-focus.
1601 */ 1456 */
1602void 1457static void
1603dragon_level_gain (object *who) 1458dragon_level_gain (object *who)
1604{ 1459{
1605 object *abil = NULL; /* pointer to dragon ability force */ 1460 object *abil = NULL; /* pointer to dragon ability force */
1606 object *skin = NULL; /* pointer to dragon skin force */ 1461 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1462 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1463 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1464
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1465 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1466 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1467 if (tmp->type == FORCE)
1614 { 1468 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1469 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1470 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1471 skin = tmp;
1619 } 1472
1620 }
1621 /* if the force is missing -> bail out */ 1473 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1474 if (abil == NULL)
1623 return; 1475 return;
1624 1476
1625 /* The ability_force keeps track of maximum level ever achieved. 1477 /* The ability_force keeps track of maximum level ever achieved.
1666 object *skill_obj; 1518 object *skill_obj;
1667 1519
1668 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1520 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1669 if (!skill_obj) 1521 if (!skill_obj)
1670 { 1522 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1523 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1672 return NULL; 1524 return NULL;
1673 } 1525 }
1526
1674 /* clear the flag - exp goes into this bucket, but player 1527 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1528 * still doesn't know it.
1676 */ 1529 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1530 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1531 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1532 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1533 op->insert (skill_obj);
1681 if (op->contr) 1534
1682 { 1535 if (player *pl = op->contr)
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1536 pl->link_skills ();
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1537
1685 }
1686 return skill_obj; 1538 return skill_obj;
1687} 1539}
1688
1689 1540
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1541/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1542 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1543 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1544 * don't really gain levels
1696 */ 1547 */
1697void 1548void
1698player_lvl_adj (object *who, object *op) 1549player_lvl_adj (object *who, object *op)
1699{ 1550{
1700 char buf[MAX_BUF]; 1551 char buf[MAX_BUF];
1552 bool changed = false;
1701 1553
1702 if (!op) /* when rolling stats */ 1554 if (!op) /* when rolling stats */
1703 op = who; 1555 op = who;
1704 1556
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1557 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1558 {
1559 changed = true;
1560
1707 op->level++; 1561 op->level++;
1708 1562
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1563 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1710 dragon_level_gain (who); 1564 dragon_level_gain (who);
1711 1565
1712 /* Only roll these if it is the player (who) that gained the level */ 1566 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1567 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1568 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1569 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); 1570 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; 1571 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1572 }
1719 1573
1720 who->update_stats ();
1721 if (op->level > 1) 1574 if (op->level > 1)
1722 { 1575 {
1723 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1577 {
1578 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1579 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1580 }
1725 else 1581 else
1582 {
1583 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1584 sprintf (buf, "You are now level %d.", op->level);
1585 }
1586
1727 if (who) 1587 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1588 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1589 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1590 }
1591
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1592 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1593 {
1594 changed = true;
1595
1734 op->level--; 1596 op->level--;
1735 who->update_stats (); 1597
1736 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1737 { 1599 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1600 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); 1601 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1602 }
1741 player_lvl_adj (who, op); /* To decrease more levels */
1742 } 1603 }
1743 1604
1744 /* check if the spell data has changed */ 1605 if (changed)
1745 esrv_update_stats (who->contr); 1606 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1746 esrv_update_spells (who->contr);
1747} 1607}
1748 1608
1749/* 1609/*
1750 * Returns how much experience is needed for a player to become 1610 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1611 * the given level. level should really never exceed max_level
1754sint64 1614sint64
1755level_exp (int level, double expmul) 1615level_exp (int level, double expmul)
1756{ 1616{
1757 if (level > settings.max_level) 1617 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1618 return (sint64) (expmul * levels[settings.max_level]);
1619
1759 return (sint64) (expmul * levels[level]); 1620 return (sint64) (expmul * levels[level]);
1760} 1621}
1761 1622
1762/* 1623/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1624 * Ensure that the permanent experience requirements in an exp object are met.
1794 * flag is what to do if the player doesn't have the skill: 1655 * flag is what to do if the player doesn't have the skill:
1795 */ 1656 */
1796static void 1657static void
1797add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1658add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1798{ 1659{
1799 object *skill_obj = NULL; 1660 object *skill_obj;
1800 sint64 limit, exp_to_add; 1661 sint64 limit, exp_to_add;
1801 int i; 1662 int i;
1802 1663
1803 /* prevents some forms of abuse. */ 1664 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1665 if (op->contr->braced)
1805 exp = exp / 5; 1666 exp /= 5;
1806 1667
1807 /* Try to find the matching skill. 1668 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1669 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1670 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1671 * the players inventory.
1811 */ 1672 */
1673 skill_obj = 0;
1674
1812 if (skill_name) 1675 if (skill_name)
1813 { 1676 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1677 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 1678
1825 /* Player doesn't have the skill. Check to see what to do, and give 1679 /* Player doesn't have the skill. Check to see what to do, and give
1826 * it to the player if necessary 1680 * it to the player if necessary
1827 */ 1681 */
1828 if (!skill_obj) 1682 if (!skill_obj)
1829 { 1683 {
1830 if (flag == SK_EXP_NONE) 1684 if (flag == SK_EXP_NONE)
1831 return; 1685 return;
1686
1832 else if (flag == SK_EXP_ADD_SKILL) 1687 if (flag == SK_EXP_ADD_SKILL)
1833 give_skill_by_name (op, skill_name); 1688 skill_obj = give_skill_by_name (op, skill_name);
1834 }
1835 } 1689 }
1836 } 1690 }
1837 1691
1838 if (flag != SK_EXP_SKILL_ONLY) 1692 if (flag != SK_EXP_SKILL_ONLY)
1839 { 1693 {
1872 player_lvl_adj (op, skill_obj); 1726 player_lvl_adj (op, skill_obj);
1873 } 1727 }
1874} 1728}
1875 1729
1876/* This function checks to make sure that object 'op' can 1730/* This function checks to make sure that object 'op' can
1877 * lost 'exp' experience. It returns the amount of exp 1731 * lose 'exp' experience. It returns the amount of exp
1878 * object 'op' can in fact lose - it basically makes 1732 * object 'op' can in fact lose - it basically makes
1879 * adjustments based on permanent exp and the like. 1733 * adjustments based on permanent exp and the like.
1880 * This function should always be used for losing experience - 1734 * This function should always be used for losing experience -
1881 * the 'exp' value passed should be positive - this is the 1735 * the 'exp' value passed should be positive - this is the
1882 * amount that should get subtract from the player. 1736 * amount that should get subtract from the player.
1883 */ 1737 */
1884sint64 1738static sint64
1885check_exp_loss (const object *op, sint64 exp) 1739check_exp_loss (const object *op, sint64 exp)
1886{ 1740{
1887 sint64 del_exp; 1741 sint64 del_exp;
1888 1742
1889 if (exp > op->stats.exp) 1743 if (exp > op->stats.exp)
1890 exp = op->stats.exp; 1744 exp = op->stats.exp;
1745
1891 if (settings.permanent_exp_ratio) 1746 if (settings.permanent_exp_ratio)
1892 { 1747 {
1893 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1748 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1749
1894 if (del_exp < 0) 1750 if (del_exp < 0)
1895 del_exp = 0; 1751 del_exp = 0;
1752
1896 if (exp > del_exp) 1753 if (exp > del_exp)
1897 exp = del_exp; 1754 exp = del_exp;
1898 } 1755 }
1756
1899 return exp; 1757 return exp;
1900} 1758}
1901 1759
1902sint64 1760sint64
1903check_exp_adjust (const object *op, sint64 exp) 1761check_exp_adjust (const object *op, sint64 exp)
1904{ 1762{
1905 if (exp < 0) 1763 if (exp < 0)
1906 return check_exp_loss (op, exp); 1764 return check_exp_loss (op, exp);
1907 else 1765 else
1908 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1766 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1909} 1767}
1910
1911 1768
1912/* Subtracts experience from player. 1769/* Subtracts experience from player.
1913 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1770 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1914 * only subtract from the matching skill. Otherwise, 1771 * only subtract from the matching skill. Otherwise,
1915 * this subtracts a portion from all 1772 * this subtracts a portion from all
1929 sint64 del_exp; 1786 sint64 del_exp;
1930 1787
1931 for (tmp = op->inv; tmp; tmp = tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1932 if (tmp->type == SKILL && tmp->stats.exp) 1789 if (tmp->type == SKILL && tmp->stats.exp)
1933 { 1790 {
1934 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1791 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1935 { 1792 {
1936 del_exp = check_exp_loss (tmp, exp); 1793 del_exp = check_exp_loss (tmp, exp);
1937 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1938 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1939 } 1796 }
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1802 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1803 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1804 player_lvl_adj (op, tmp);
1948 } 1805 }
1949 } 1806 }
1807
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1808 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1809 {
1952 del_exp = check_exp_loss (op, exp); 1810 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1811 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1812 player_lvl_adj (op, NULL);
1955 } 1813 }
1956} 1814}
1957
1958
1959 1815
1960/* change_exp() - changes experience to a player/monster. This 1816/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1817 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1818 *
1963 * The exp passed is typically not modified much by this function - 1819 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1820 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1821 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1822 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1823 * these last two values are only used for players.
1968 */ 1824 */
1969
1970void 1825void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1826change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1827{
1973
1974#ifdef EXP_DEBUG 1828#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1829 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1830#endif
1977 1831
1978 /* safety */ 1832 /* safety */
1994 * worth. 1848 * worth.
1995 */ 1849 */
1996 if (op->type != PLAYER) 1850 if (op->type != PLAYER)
1997 { 1851 {
1998 /* Sanity check */ 1852 /* Sanity check */
1999 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1853 if (!op->flag [FLAG_ALIVE])
2000 return; 1854 return;
2001 1855
2002 /* reset exp to max allowed value. We subtract from 1856 /* reset exp to max allowed value. We subtract from
2003 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1857 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2004 * more than max exp, just return. 1858 * more than max exp, just return.
2019 else 1873 else
2020 /* note that when you lose exp, it doesn't go against 1874 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1875 * a particular skill, so we don't need to pass that
2022 * along. 1876 * along.
2023 */ 1877 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1878 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1879 }
2027} 1880}
2028 1881
2029/* Applies a death penalty experience, the size of this is defined by the 1882/* 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 1883 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1884 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1885 */
2033
2034void 1886void
2035apply_death_exp_penalty (object *op) 1887apply_death_exp_penalty (object *op)
2036{ 1888{
2037 object *tmp;
2038 sint64 loss; 1889 sint64 loss;
2039 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1890 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2040 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1891 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2041 1892
2042 for (tmp = op->inv; tmp; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2043 if (tmp->type == SKILL && tmp->stats.exp) 1894 if (tmp->type == SKILL && tmp->stats.exp)
2044 { 1895 {
2045
2046 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1896 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)]; 1897 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2048 1898
2049 /* With the revised exp system, you can get cases where 1899 /* With the revised exp system, you can get cases where
2050 * losing several levels would still require that you have more 1900 * losing several levels would still require that you have more
2051 * exp than you currently have - this is true if the levels 1901 * exp than you currently have - this is true if the levels
2052 * tables is a lot harder. 1902 * tables is a lot harder.
2053 */ 1903 */
2054 if (level_loss < 0) 1904 if (level_loss < 0)
2055 level_loss = 0; 1905 level_loss = 0;
2056 1906
2057 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1907 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2058 1908
2059 tmp->stats.exp -= loss; 1909 tmp->stats.exp -= loss;
2060 player_lvl_adj (op, tmp); 1910 player_lvl_adj (op, tmp);
2061 } 1911 }
2062 1912
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1913 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)]; 1914 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1915
2065 if (level_loss < 0) 1916 if (level_loss < 0)
2066 level_loss = 0; 1917 level_loss = 0;
1918
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1919 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2068 1920
2069 op->stats.exp -= loss; 1921 op->stats.exp -= loss;
2070 player_lvl_adj (op, NULL); 1922 player_lvl_adj (op, NULL);
2071} 1923}
2072 1924

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