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Comparing deliantra/server/common/living.C (file contents):
Revision 1.24 by root, Thu Jan 4 16:19:31 2007 UTC vs.
Revision 1.122 by root, Fri Apr 30 21:00:39 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 191 "You're feeling clumsy!",
194 "You feel less healthy", 192 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
196 "Your face gets distorted!", 196 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 197};
200const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 199 "You feel your strength return.",
202 "You feel your agility return.", 200 "You feel your agility return.",
203 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
204 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
205 "You feel your charisma return.", 205 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 206};
209const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 208 "You feel stronger.",
211 "You feel more agile.", 209 "You feel more agile.",
212 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
213 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
214 "You seem to look better.", 214 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 215};
218const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 217 "You feel weaker!",
220 "You feel clumsy!", 218 "You feel clumsy!",
221 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
222 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
223 "You look ugly!", 223 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 224};
227 225
228const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 228};
231 229
232const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 232};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 233
269/* 234/*
270 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 236 * is added to the specified stat.
272 */ 237 */
273void 238void
274change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
275{ 240{
276 if (value == 0) 241 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 242}
327 243
328/* 244/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 246 * 1-30 stat limit.
331 */ 247 */
332
333void 248void
334check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
335{ 250{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
340 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 255 }
343} 256}
344 257
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 259
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
349 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 263 */
351#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 266
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 268
356/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 270 * the object.
358 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 272 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 278 * that gives them that ability.
366 */ 279 */
367int 280int
368change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
369{ 282{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
371 char message[MAX_BUF]; 285 char message[MAX_BUF];
372 int potion_max = 0; 286 int potion_max = 0;
373 287
374 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
377 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 294
380 if (op->type == PLAYER) 295 if (op->type == PLAYER)
381 { 296 {
382 if (tmp->type == POTION) 297 if (tmp->type == POTION)
383 { 298 {
384 potion_max = 1; 299 potion_max = 1;
300
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 314 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 316 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 317
407 if (nstat != ostat) 318 if (nstat != ostat)
408 { 319 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 321 potion_max = 0;
411 } 322 }
412 else if (i) 323 else if (i)
413 { 324 {
414 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
418 329
419 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
420 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 332 * recalculates this anyway.
422 */ 333 */
423 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 336
426 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 338 } /* end of potion handling code */
428 } 339 }
429 340
430 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 342 * everything to set
432 */ 343 */
433 if (flag == -1) 344 if (flag == -1)
434 { 345 {
435 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 351 * and not the other move_ fields.
441 */ 352 */
442 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
443 } 354 }
444 355
445 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
448 */ 359 */
449 op->update_stats (); 360 op->update_stats ();
450 361
451 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 363 * print out message if this is a bow.
453 */ 364 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 366 {
456 success = 1; 367 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 369 }
459 370
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 372 {
462 success = 1; 373 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 375 }
465 376
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 378 {
468 success = 1; 379 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 381 }
471 382
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 384 {
474 success = 1; 385 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 387 }
477 388
479 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 393 * from fly high)
483 */ 394 */
484 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
485 { 396 {
486 success = 1; 397 success = 1;
487 398
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
490 */ 401 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 403 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 405 }
495 406
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 414 }
415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 418 }
510 419
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 421 * originally undead may change their status
513 */ 422 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 425 {
517 success = 1; 426 success = 1;
518 if (flag > 0) 427 if (flag > 0)
519 { 428 {
520 op->race = "undead"; 429 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 431 }
523 else 432 else
524 { 433 {
525 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 436 }
528 } 437 }
529 438
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 440 {
532 success = 1; 441 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 443 }
535 444
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 446 {
538 success = 1; 447 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 449 }
541 450
542 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 452 * vision
544 */ 453 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
546 { 455 {
547 success = 1; 456 success = 1;
548 if (flag > 0) 457 if (flag > 0)
549 { 458 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 461 else
553 { 462 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
556 if (op->type == PLAYER) 465 if (op->type == PLAYER)
557 op->contr->do_los = 1; 466 op->contr->do_los = 1;
558 } 467 }
559 } 468 }
560 else 469 else
561 { 470 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 473 else
565 { 474 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
568 if (op->type == PLAYER) 477 if (op->type == PLAYER)
569 op->contr->do_los = 1; 478 op->contr->do_los = 1;
570 } 479 }
571 } 480 }
572 } 481 }
573 482
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 484 {
576 success = 1; 485 success = 1;
577 if (op->type == PLAYER) 486 if (op->type == PLAYER)
578 op->contr->do_los = 1; 487 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 489 }
581 490
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 492 {
584 success = 1; 493 success = 1;
585 if (flag > 0) 494 if (flag > 0)
586 { 495 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 498 else
590 { 499 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 501 if (op->type == PLAYER)
593 op->contr->do_los = 1; 502 op->contr->do_los = 1;
594 } 503 }
595 } 504 }
596 else 505 else
597 { 506 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 509 else
601 { 510 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 512 if (op->type == PLAYER)
610 { 519 {
611 success = 1; 520 success = 1;
612 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
613 } 522 }
614 523
524 if (digest_types [tmp->type])
525 {
615 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
616 { 527 {
617 success = 1; 528 success = 1;
618 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
619 } 530 }
620 531
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
622 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
623 success = 1; 535 success = 1;
624 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
625 } 537 }
626 538
627 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
629 { 541 {
630 success = 1; 542 success = 1;
631 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
632 } 544 }
633 545
634 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
635 { 547 {
636 success = 1; 548 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 565 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
674 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 586 */
677
678void 587void
679object::drain_stat () 588object::drain_stat ()
680{ 589{
681 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
682} 591}
683 592
684void 593void
685object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
686{ 595{
687 object *tmp; 596 object *tmp;
688 archetype *at; 597 archetype *at;
689 598
690 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
691 if (!at) 600 if (!at)
692 { 601 {
693 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
694 return; 603 return;
695 } 604 }
697 { 606 {
698 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
699 608
700 if (!tmp) 609 if (!tmp)
701 { 610 {
702 tmp = arch_to_object (at); 611 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
705 } 614 }
706 } 615 }
707 616
708 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
715 * via an applied bad_luck object. 624 * via an applied bad_luck object.
716 */ 625 */
717void 626void
718object::change_luck (int value) 627object::change_luck (int value)
719{ 628{
720 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
721 if (!at) 630 if (!at)
722 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
723 else 632 else
724 { 633 {
725 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
727 if (!tmp) 636 if (!tmp)
728 { 637 {
729 if (!value) 638 if (!value)
730 return; 639 return;
731 640
732 tmp = arch_to_object (at); 641 tmp = at->instance ();
733 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
734 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
735 } 644 }
736 645
737 if (value) 646 if (value)
738 { 647 {
739 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
754 return; 663 return;
755 664
756 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
758 */ 667 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 669 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 671
763 stats.luck += diff; 672 stats.luck += diff;
764 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 681 */
773void 682void
774object::remove_statbonus () 683object::remove_statbonus ()
775{ 684{
776 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 686 {
778 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 690 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 691}
792 692
793/* 693/*
794 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 695 */
796void 696void
797object::add_statbonus () 697object::add_statbonus ()
798{ 698{
799 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 700 {
801 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 704 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
815 720
816/* 721/*
817 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
822 */ 727 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
826 */ 730 */
827
828void 731void
829object::update_stats () 732object::update_stats ()
830{ 733{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
837 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
838 743
839 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
840 if (type == PLAYER) 745 if (type == PLAYER)
841 { 746 {
747 contr->delayed_update = false;
748
842 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
843 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
844 751
845 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
846 contr->encumbrance = 0; 753 contr->encumbrance = 0;
847 754
848 attacktype = 0; 755 attacktype = 0;
756
849 contr->digestion = 0; 757 contr->digestion = 0;
850 contr->gen_hp = 0; 758 contr->gen_hp = 0;
851 contr->gen_sp = 0; 759 contr->gen_sp = 0;
852 contr->gen_grace = 0; 760 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 762 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = NULL;
862 contr->ranges[range_misc] = NULL;
863 contr->ranges[range_skill] = NULL;
864 } 763 }
865 764
866 memcpy (body_used, body_info, sizeof (body_info)); 765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
867 767
868 slaying = 0; 768 slaying = 0;
869 769
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
871 {
872 CLEAR_FLAG (this, FLAG_XRAYS);
873 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
874 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
875 775
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
879 779
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
884 784
885 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
890 chosen_skill = NULL;
891 790
892 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
893 * archetype clone 792 * archetype clone
894 */ 793 */
895 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
896 795
897 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
898 { 797 {
899 if (resist[i] > 0) 798 if (resist[i] > 0)
900 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
901 else 800 else
902 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
903 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
904 } 804 }
905 805
906 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
907 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
908 808
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 814 * that their protection from physical goes down
915 */ 815 */
916 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
917 { 817 {
918 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 820 }
921 else 821 else
922 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
923 823
924 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
925 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
926 828
927 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
929 */ 831 */
930
931 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
932 { 833 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 836 * then calls this function.
942 */ 837 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
944 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
945 842
946 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
948 { 845 {
949 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
962 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp; 860 grace_obj = tmp;
964 } 861 }
965 } 862 }
966 863
967 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
968 * objects need to make adjustments. 865 * objects need to make adjustments.
969 * This block should handle all player specific changes 866 * This block should handle all player specific changes
970 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
971 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
974 * up, etc. 871 * up, etc.
975 */ 872 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
978 { 878 {
979 if (type == PLAYER) 879 if (type == PLAYER)
980 { 880 {
981 if (tmp->type == BOW) 881 contr->item_power += tmp->item_power;
982 contr->ranges[range_bow] = tmp;
983 882
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
985 contr->ranges[range_misc] = tmp;
986
987 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 884 stat_sum [i] += tmp->stats.stat (i);
989 885
990 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
991 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array.
993 */
994 if ((tmp->type == WEAPON) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1002 { 887 {
1003 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
1005 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 } 894 }
1010 } /* if this is a player */ 895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
1011 901
1012 /* Update slots used for items */ 902 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 905 slot[i].used += tmp->slot[i].info;
1016 906
1017 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
1022 }
1023 909
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1025 * (Negative protections are calculated extactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
1029 if (tmp->type != POTION) 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
1030 { 927 {
1031 for (i = 0; i < NROFATTACKS; i++) 928 attacktype |= tmp->attacktype;
1032 { 929 path_attuned |= tmp->path_attuned;
1033 /* Potential for cursed potions, in which case we just can use 930 path_repelled |= tmp->path_repelled;
1034 * a straight MAX, as potion_resist is initialised to zero. 931 path_denied |= tmp->path_denied;
1035 */ 932 move_type |= tmp->move_type;
1036 if (tmp->type == POTION_EFFECT) 933 stats.luck += tmp->stats.luck;
1037 {
1038 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else
1041 potion_resist[i] = tmp->resist[i];
1042 }
1043 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1045 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1047 }
1048 } 934 }
1049 935
1050 /* There may be other things that should not adjust the attacktype */ 936 flag |= tmp->flag & copy_flags;
1051 if (tmp->type != BOW && tmp->type != SYMPTOM)
1052 attacktype |= tmp->attacktype;
1053 937
1054 path_attuned |= tmp->path_attuned; 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1055 path_repelled |= tmp->path_repelled; 939 this->set_flag (FLAG_UNDEAD);
1056 path_denied |= tmp->path_denied;
1057 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type;
1059 940
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 941 //TODO: copy_flags?
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 942 if (tmp->flag [FLAG_MAKE_INVIS])
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD);
1070
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 943 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1074 invisible = 1; 945 invisible = 1;
1075 } 946 }
1076 947
1077 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 949 {
1079 if (tmp->stats.exp > 0) 950 if (tmp->stats.exp > 0)
1080 { 951 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 952 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 954 }
1084 else 955 else
1085 added_speed += (float) tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1086 } 957 }
1087 958
1088 switch (tmp->type) 959 switch (tmp->type)
1089 { 960 {
1090 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */
1092 case SKILL: 961 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1094 break; 965 break;
1095 966
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill) 967 if (chosen_skill)
968 {
1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
1101 971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
1102 chosen_skill = tmp; 977 chosen_skill = tmp;
1103 978
1104 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1108 983
1109 if (weapon_speed < 0)
1110 weapon_speed = 0;
1111
1112 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1114 986
1115 if (tmp->magic) 987 if (tmp->magic)
1116 stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1117 } 989 }
1118 990
1119 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 992 wc -= tmp->stats.wc + tmp->magic;
1121 993
1122 if (tmp->slaying != NULL) 994 if (tmp->slaying)
1123 slaying = tmp->slaying; 995 slaying = tmp->slaying;
1124 996
1125 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 998 ac -= tmp->stats.ac + tmp->magic;
1127 999
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break; 1002 }
1135 1003
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1004 break;
1145 1005
1146 case SHIELD: 1006 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1149 case RING: 1010 case RING:
1150 case AMULET: 1011 case AMULET:
1151 case GIRDLE: 1012 case GIRDLE:
1152 case HELMET: 1013 case HELMET:
1153 case BOOTS: 1014 case BOOTS:
1154 case GLOVES: 1015 case GLOVES:
1155 case CLOAK: 1016 case CLOAK:
1156 if (tmp->stats.wc) 1017 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1018 wc -= tmp->stats.wc + tmp->magic;
1158 1019
1159 if (tmp->stats.dam) 1020 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1021 stats.dam += tmp->stats.dam + tmp->magic;
1161 1022
1162 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1024 ac -= tmp->stats.ac + tmp->magic;
1164 1025
1165 break; 1026 break;
1166 1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1033 case BOW:
1167 case WEAPON: 1034 case WEAPON:
1168 wc -= (tmp->stats.wc + tmp->magic); 1035 wc -= tmp->stats.wc + tmp->magic;
1169 1036
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1038 ac -= tmp->stats.ac + tmp->magic;
1172 1039
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1040 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1043
1177 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1178 weapon_speed = 0; 1045 weapon_speed = 0;
1179 1046
1180 slaying = tmp->slaying; 1047 slaying = tmp->slaying;
1048
1181 /* If there is desire that two handed weapons should do 1049 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1050 * extra strength damage, this is where the code should
1183 * go. 1051 * go.
1184 */ 1052 */
1185 current_weapon = tmp; 1053
1054 if (type == PLAYER)
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1055 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1056 contr->encumbrance += tmp->weight * 3 / 1000;
1188 1057
1189 break; 1058 break;
1190 1059
1191 case ARMOUR: /* Only the best of these three are used: */ 1060 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1062 contr->encumbrance += tmp->weight / 1000;
1194 1063
1195 case BRACERS: 1064 case BRACERS:
1196 case FORCE: 1065 case FORCE:
1197 if (tmp->stats.wc) 1066 if (tmp->stats.wc)
1198 { 1067 {
1215 else /* To nullify the below effect */ 1084 else /* To nullify the below effect */
1216 ac += tmp->stats.ac + tmp->magic; 1085 ac += tmp->stats.ac + tmp->magic;
1217 } 1086 }
1218 1087
1219 if (tmp->stats.wc) 1088 if (tmp->stats.wc)
1220 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1221 1090
1222 if (tmp->stats.ac) 1091 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1092 ac -= tmp->stats.ac + tmp->magic;
1224 1093
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1094 if (ARMOUR_SPEED (tmp))
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1227 1096
1228 break; 1097 break;
1229 } /* switch tmp->type */ 1098 } /* switch tmp->type */
1230 } /* item is equipped */ 1099 } /* item is equipped */
1231 } /* for loop of items */ 1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1232 1103
1233 /* We've gone through all the objects the player has equipped. For many things, we 1104 /* We've gone through all the objects the player has equipped. For many things, we
1234 * have generated intermediate values which we now need to assign. 1105 * have generated intermediate values which we now need to assign.
1235 */ 1106 */
1236 1107
1238 * If there is an uncursed potion in effect, granting more protection 1109 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1110 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1111 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1112 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1113 */
1243 for (i = 0; i < NROFATTACKS; i++) 1114 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1115 {
1245 resist[i] = prot[i] - vuln[i]; 1116 resist[i] = prot[i] - vuln[i];
1246 1117
1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1248 resist[i] = potion_resist[i]; 1120 resist[i] = potion_resist[i];
1249 } 1121 }
1250 1122
1251 /* Figure out the players sp/mana/hp totals. */
1252 if (type == PLAYER) 1123 if (type == PLAYER)
1253 { 1124 {
1125 // clamp various player stats
1126 for (int i = 0; i < NUM_STATS; ++i)
1127 stats.stat (i) = stat_sum [i];
1128
1129 check_stat_bounds (&stats);
1130
1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132
1133 /* Figure out the players sp/mana/hp totals. */
1254 int pl_level; 1134 int pl_level;
1255 1135
1256 check_stat_bounds (&(stats));
1257 pl_level = level;
1258
1259 if (pl_level < 1)
1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1261 1137
1262 /* You basically get half a con bonus/level. But we do take into account rounding, 1138 /* You basically get half a con bonus/level. But we do take into account rounding,
1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1264 */ 1140 */
1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1141 stats.maxhp = 0;
1142 for (int i = 1; i <= min (10, pl_level); i++)
1266 { 1143 {
1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1144 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268 1145
1269 if (i % 2 && con_bonus[stats.Con] % 2) 1146 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1271 if (con_bonus[stats.Con] > 0) 1147 if (con_bonus[stats.Con] > 0)
1272 j++; 1148 j++;
1273 else 1149 else
1274 j--; 1150 j--;
1275 }
1276 1151
1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1152 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1278 } 1153 }
1279 1154
1280 for (i = 11; i <= level; i++) 1155 stats.maxhp += 2 * max (0, level - 10);
1281 stats.maxhp += 2;
1282 1156
1283 if (stats.hp > stats.maxhp) 1157 if (stats.hp > stats.maxhp)
1284 stats.hp = stats.maxhp; 1158 stats.hp = stats.maxhp;
1285 1159
1286 /* Sp gain is controlled by the level of the player's 1160 /* Sp gain is controlled by the level of the player's
1299 1173
1300 if (mana_obj == this && type == PLAYER) 1174 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1175 stats.maxsp = 1;
1302 else 1176 else
1303 { 1177 {
1304 sp_tmp = 0.0; 1178 float sp_tmp = 0.f;
1305 1179
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1180 for (int i = 1; i <= min (10, mana_obj->level); i++)
1307 { 1181 {
1308 float stmp; 1182 float stmp;
1309 1183
1310 /* Got some extra bonus at first level */ 1184 /* Got some extra bonus at first level */
1311 if (i < 2) 1185 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1187 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1188 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1189
1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1319 sp_tmp += stmp; 1190 sp_tmp += max (1.f, stmp);
1320 } 1191 }
1321 1192
1322 stats.maxsp = (int) sp_tmp; 1193 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1323
1324 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2;
1326 } 1194 }
1195
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1196 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2) 1197 stats.sp = min (stats.sp, stats.maxsp * 2);
1329 stats.sp = stats.maxsp * 2;
1330 1198
1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1199 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1332 if (!grace_obj || !grace_obj->level || type != PLAYER) 1200 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this; 1201 grace_obj = this;
1334 1202
1339 /* store grace in a float - this way, the divisions below don't create 1207 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1208 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1209 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1210 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1211 */
1344 sp_tmp = 0.0; 1212 float sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1213
1214 for (int i = 1; i <= min (10, grace_obj->level); i++)
1346 { 1215 {
1347 float grace_tmp = 0.0; 1216 float grace_tmp = 0.f;
1348 1217
1349 /* Got some extra bonus at first level */ 1218 /* Got some extra bonus at first level */
1350 if (i < 2) 1219 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1221 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1222 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1223
1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1360 sp_tmp += grace_tmp; 1224 sp_tmp += max (1.f, grace_tmp);
1361 } 1225 }
1362 1226
1363 stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */ 1227 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1228 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 stats.maxgrace += 2;
1368 } 1229 }
1230
1369 /* No limit on grace vs maxgrace */ 1231 /* No limit on grace vs maxgrace */
1370 1232
1371 if (contr->braced) 1233 if (contr->braced)
1372 { 1234 {
1373 ac += 2; 1235 ac += 2;
1385 * improvement every level, now its fighterlevel/5. So 1247 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1248 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1249 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1250 * monster bonus the same as before. -b.t.
1389 */ 1251 */
1252 object *wc_obj = chosen_skill;
1390 1253
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1254 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1255 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1256 wc -= wc_obj->level + thaco_bonus[stats.Str];
1257
1394 for (i = 1; i < wc_obj->level; i++) 1258 for (int i = 1; i < wc_obj->level; i++)
1395 { 1259 {
1396 /* addtional wc every 6 levels */ 1260 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1261 if (!(i % 6))
1398 wc--; 1262 wc--;
1263
1399 /* addtional dam every 4 levels. */ 1264 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1265 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1266 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1267 }
1403 } 1268 }
1404 else 1269 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1270 wc -= level + thaco_bonus[stats.Str];
1406 1271
1407 stats.dam += dam_bonus[stats.Str]; 1272 stats.dam += dam_bonus[stats.Str];
1408 1273
1409 if (stats.dam < 1) 1274 if (stats.dam < 1)
1410 stats.dam = 1; 1275 stats.dam = 1;
1411 1276
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1277 speed = 1.f + speed_bonus[stats.Dex];
1413 1278
1414 if (settings.search_items && contr->search_str[0]) 1279 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1280 speed -= 1;
1416
1417 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype;
1419
1420 } /* End if player */ 1281 } /* End if player */
1421 1282
1422 if (added_speed >= 0) 1283 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1284 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1285 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1286 speed /= 1.f - added_speed;
1426 1287
1427 /* Max is determined by armour */ 1288 /* Max is determined by armour */
1428 if (speed > max) 1289 speed = min (speed, max_speed);
1429 speed = max;
1430 1290
1431 if (type == PLAYER) 1291 if (type == PLAYER)
1432 { 1292 {
1433 /* f is a number the represents the number of kg above (positive num) 1293 /* f is a number the represents the number of kg above (positive num)
1434 * or below (negative number) that the player is carrying. If above 1294 * or below (negative number) that the player is carrying. If above
1435 * weight limit, then player suffers a speed reduction based on how 1295 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1296 * much above he is, and what is max carry is
1437 */ 1297 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1298 float f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1299 if (f > 0.f)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1300 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1301 }
1442 1302
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1303 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 speed *= speed_reduce_from_disease;
1444 1305
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1306 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1447 */ 1308 */
1448 speed = speed * speed_reduce_from_disease; 1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1449 1310
1450 if (speed < 0.01 && type == PLAYER) 1311 if (speed != old_speed)
1451 speed = 0.01; 1312 set_speed (speed);
1452 1313
1453 if (type == PLAYER) 1314 if (type == PLAYER)
1454 { 1315 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1316 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1317 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1318 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1319 * that would just be a real pain to read.
1461 */ 1320 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1321 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1322 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1323 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1324 float s = (20 - weapon_speed) / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1325 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1326 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1328 K *= (4 + level) * 1.2f / (6 + level);
1329
1469 if (K <= 0) 1330 if (K <= 0.01f)
1470 K = 0.01; 1331 K = 0.01f;
1471 S = speed / (K * s); 1332
1472 contr->weapon_sp = S; 1333 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1473 } 1334 }
1474 1335
1475 /* I want to limit the power of small monsters with big weapons: */ 1336 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1337 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1338 stats.dam = arch->stats.dam * 3;
1478 1339
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1340 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1480 * should be more than enough - remember, AC is also in 8 bits, 1341 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496 1342
1497 /* if for some reason the creature doesn't have any move type, 1343 /* if for some reason the creature doesn't have any move type,
1498 * give them walking as a default. 1344 * give them walking as a default.
1499 * The second case is a special case - to more closely mimic the 1345 * The second case is a special case - to more closely mimic the
1500 * old behaviour - if your flying, your not walking - just 1346 * old behaviour - if your flying, your not walking - just
1503 if (move_type == 0) 1349 if (move_type == 0)
1504 move_type = MOVE_WALK; 1350 move_type = MOVE_WALK;
1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK; 1352 move_type &= ~MOVE_WALK;
1507 1353
1508 if (speed != old_speed) 1354 // now apply the new move_type
1509 set_speed (speed); 1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1510 1357
1511 /* It is quite possible that a player's spell costing might have changed, 1358 /* It is quite possible that a player's spell costing might have changed,
1512 * so we will check that now. 1359 * so we will check that now.
1513 */ 1360 */
1514 if (type == PLAYER) 1361 if (is_player ())
1362 contr->update_spells ();
1363
1364 // update the mapspace, if we are on a map
1365 if (!flag [FLAG_REMOVED] && map)
1366 map->at (x, y).flags_ = 0;
1367}
1368
1369void
1370object::set_glow_radius (sint8 rad)
1371{
1372 glow_radius = rad;
1373
1374 if (is_on_map ())
1375 update_all_los (map, x, y);
1376 else if (object *env = outer_env ())
1515 { 1377 {
1516 esrv_update_stats (contr); 1378 env->update_stats ();
1517 esrv_update_spells (contr); 1379
1380 if (env->is_on_map ())
1381 update_all_los (env->map, env->x, env->y);
1518 } 1382 }
1519} 1383}
1520 1384
1521/* 1385/*
1522 * Returns true if the given player is a legal class. 1386 * Returns true if the given player is a legal class.
1526 * false otherwise. 1390 * false otherwise.
1527 */ 1391 */
1528int 1392int
1529allowed_class (const object *op) 1393allowed_class (const object *op)
1530{ 1394{
1531 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1395 return op->stats.Dex > 0
1532 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1396 && op->stats.Str > 0
1397 && op->stats.Con > 0
1398 && op->stats.Int > 0
1399 && op->stats.Wis > 0
1400 && op->stats.Pow > 0
1401 && op->stats.Cha > 0;
1533} 1402}
1534 1403
1535/* 1404/*
1536 * set the new dragon name after gaining levels or 1405 * set the new dragon name after gaining levels or
1537 * changing ability focus (later this can be extended to 1406 * changing ability focus (later this can be extended to
1538 * eventually change the player's face and animation) 1407 * eventually change the player's face and animation)
1539 *
1540 * Note that the title is written to 'own_title' in the
1541 * player struct. This should be changed to 'ext_title'
1542 * as soon as clients support this!
1543 * Please, anyone, write support for 'ext_title'.
1544 */ 1408 */
1545void 1409void
1546set_dragon_name (object *pl, const object *abil, const object *skin) 1410set_dragon_name (object *pl, const object *abil, const object *skin)
1547{ 1411{
1548 int atnr = -1; /* attacknumber of highest level */ 1412 int atnr = -1; /* attacknumber of highest level */
1566 /* now if there are equals at highest level, pick the one with focus, 1430 /* now if there are equals at highest level, pick the one with focus,
1567 or else at random */ 1431 or else at random */
1568 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1569 atnr = abil->stats.exp; 1433 atnr = abil->stats.exp;
1570 1434
1571 level = (int) (level / 5.);
1572
1573 /* now set the new title */ 1435 /* now set the new title */
1574 if (pl->contr != NULL)
1575 {
1576 if (level == 0)
1577 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1436 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1578 else if (level == 1)
1579 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1437 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1580 else if (level == 2)
1581 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1438 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1582 else if (level == 3)
1583 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1584 else 1440 else
1585 { 1441 {
1586 /* special titles for extra high resistance! */ 1442 /* special titles for extra high resistance! */
1587 if (skin->resist[atnr] > 80)
1588 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1443 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1589 else if (skin->resist[atnr] > 50)
1590 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1444 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1591 else
1592 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1593 }
1594 } 1446 }
1595 1447
1596 strcpy (pl->contr->own_title, ""); 1448 strcpy (pl->contr->own_title, "");
1597} 1449}
1598 1450
1599/* 1451/*
1600 * This function is called when a dragon-player gains 1452 * This function is called when a dragon-player gains
1601 * an overall level. Here, the dragon might gain new abilities 1453 * an overall level. Here, the dragon might gain new abilities
1602 * or change the ability-focus. 1454 * or change the ability-focus.
1603 */ 1455 */
1604void 1456static void
1605dragon_level_gain (object *who) 1457dragon_level_gain (object *who)
1606{ 1458{
1607 object *abil = NULL; /* pointer to dragon ability force */ 1459 object *abil = NULL; /* pointer to dragon ability force */
1608 object *skin = NULL; /* pointer to dragon skin force */ 1460 object *skin = NULL; /* pointer to dragon skin force */
1609 object *tmp = NULL; /* tmp. object */ 1461 object *tmp = NULL; /* tmp. object */
1610 char buf[MAX_BUF]; /* tmp. string buffer */ 1462 char buf[MAX_BUF]; /* tmp. string buffer */
1611 1463
1612 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1464 /* now grab the 'dragon_ability'-forces from the player's inventory */
1613 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1465 for (tmp = who->inv; tmp; tmp = tmp->below)
1614 {
1615 if (tmp->type == FORCE) 1466 if (tmp->type == FORCE)
1616 { 1467 if (tmp->arch->archname == shstr_dragon_ability_force)
1617 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1618 abil = tmp; 1468 abil = tmp;
1619 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1469 else if (tmp->arch->archname == shstr_dragon_skin_force)
1620 skin = tmp; 1470 skin = tmp;
1621 } 1471
1622 }
1623 /* if the force is missing -> bail out */ 1472 /* if the force is missing -> bail out */
1624 if (abil == NULL) 1473 if (abil == NULL)
1625 return; 1474 return;
1626 1475
1627 /* The ability_force keeps track of maximum level ever achieved. 1476 /* The ability_force keeps track of maximum level ever achieved.
1668 object *skill_obj; 1517 object *skill_obj;
1669 1518
1670 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1671 if (!skill_obj) 1520 if (!skill_obj)
1672 { 1521 {
1673 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1674 return NULL; 1523 return NULL;
1675 } 1524 }
1525
1676 /* clear the flag - exp goes into this bucket, but player 1526 /* clear the flag - exp goes into this bucket, but player
1677 * still doesn't know it. 1527 * still doesn't know it.
1678 */ 1528 */
1679 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1680 skill_obj->stats.exp = 0; 1530 skill_obj->stats.exp = 0;
1681 skill_obj->level = 1; 1531 skill_obj->level = 1;
1682 insert_ob_in_ob (skill_obj, op); 1532 op->insert (skill_obj);
1683 if (op->contr) 1533
1684 { 1534 if (player *pl = op->contr)
1685 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1535 pl->link_skills ();
1686 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1536
1687 }
1688 return skill_obj; 1537 return skill_obj;
1689} 1538}
1690
1691 1539
1692/* player_lvl_adj() - for the new exp system. we are concerned with 1540/* player_lvl_adj() - for the new exp system. we are concerned with
1693 * whether the player gets more hp, sp and new levels. 1541 * whether the player gets more hp, sp and new levels.
1694 * Note this this function should only be called for players. Monstes 1542 * Note this this function should only be called for players. Monstes
1695 * don't really gain levels 1543 * don't really gain levels
1698 */ 1546 */
1699void 1547void
1700player_lvl_adj (object *who, object *op) 1548player_lvl_adj (object *who, object *op)
1701{ 1549{
1702 char buf[MAX_BUF]; 1550 char buf[MAX_BUF];
1551 bool changed = false;
1703 1552
1704 if (!op) /* when rolling stats */ 1553 if (!op) /* when rolling stats */
1705 op = who; 1554 op = who;
1706 1555
1707 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1556 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1708 { 1557 {
1558 changed = true;
1559
1709 op->level++; 1560 op->level++;
1710 1561
1711 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1712 dragon_level_gain (who); 1563 dragon_level_gain (who);
1713 1564
1714 /* Only roll these if it is the player (who) that gained the level */ 1565 /* Only roll these if it is the player (who) that gained the level */
1715 if (op == who && (who->level < 11) && who->type == PLAYER) 1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1716 { 1567 {
1717 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1568 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1718 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1569 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1719 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1570 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1720 } 1571 }
1721 1572
1722 who->update_stats ();
1723 if (op->level > 1) 1573 if (op->level > 1)
1724 { 1574 {
1725 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1576 {
1577 who->contr->play_sound (sound_find ("skill_up"));
1726 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 }
1727 else 1580 else
1581 {
1582 who->contr->play_sound (sound_find ("level_up"));
1728 sprintf (buf, "You are now level %d.", op->level); 1583 sprintf (buf, "You are now level %d.", op->level);
1584 }
1585
1729 if (who) 1586 if (who)
1730 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1587 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1731 } 1588 }
1732 player_lvl_adj (who, op); /* To increase more levels */
1733 } 1589 }
1590
1734 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1591 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1735 { 1592 {
1593 changed = true;
1594
1736 op->level--; 1595 op->level--;
1737 who->update_stats (); 1596
1738 if (op->type != PLAYER) 1597 if (op->type != PLAYER)
1739 { 1598 {
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1599 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1741 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1742 } 1601 }
1743 player_lvl_adj (who, op); /* To decrease more levels */
1744 } 1602 }
1745 1603
1746 /* check if the spell data has changed */ 1604 if (changed)
1747 esrv_update_stats (who->contr); 1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1748 esrv_update_spells (who->contr);
1749} 1606}
1750 1607
1751/* 1608/*
1752 * Returns how much experience is needed for a player to become 1609 * Returns how much experience is needed for a player to become
1753 * the given level. level should really never exceed max_level 1610 * the given level. level should really never exceed max_level
1754 */ 1611 */
1755 1612
1756sint64 1613sint64
1757level_exp (int level, double expmul) 1614level_exp (int level, double expmul)
1758{ 1615{
1759 if (level > settings.max_level) 1616 return expmul * level_to_min_exp (level);
1760 return (sint64) (expmul * levels[settings.max_level]);
1761 return (sint64) (expmul * levels[level]);
1762} 1617}
1763 1618
1764/* 1619/*
1765 * Ensure that the permanent experience requirements in an exp object are met. 1620 * Ensure that the permanent experience requirements in an exp object are met.
1766 * This really just checks 'op to make sure the perm_exp value is within 1621 * This really just checks 'op to make sure the perm_exp value is within
1794 * NULL, in which case exp increases the players general 1649 * NULL, in which case exp increases the players general
1795 * total, but not any particular skill. 1650 * total, but not any particular skill.
1796 * flag is what to do if the player doesn't have the skill: 1651 * flag is what to do if the player doesn't have the skill:
1797 */ 1652 */
1798static void 1653static void
1799add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1654add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1800{ 1655{
1801 object *skill_obj = NULL; 1656 object *skill_obj;
1802 sint64 limit, exp_to_add; 1657 sint64 limit, exp_to_add;
1803 int i; 1658 int i;
1804 1659
1805 /* prevents some forms of abuse. */ 1660 /* prevents some forms of abuse. */
1806 if (op->contr->braced) 1661 if (op->contr->braced)
1807 exp = exp / 5; 1662 exp /= 5;
1808 1663
1809 /* Try to find the matching skill. 1664 /* Try to find the matching skill.
1810 * We do a shortcut/time saving mechanism first - see if it matches 1665 * We do a shortcut/time saving mechanism first - see if it matches
1811 * chosen_skill. This means we don't need to search through 1666 * chosen_skill. This means we don't need to search through
1812 * the players inventory. 1667 * the players inventory.
1813 */ 1668 */
1669 skill_obj = 0;
1670
1814 if (skill_name) 1671 if (skill_name)
1815 { 1672 {
1816 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1673 skill_obj = op->contr->find_skill (skill_name);
1817 skill_obj = op->chosen_skill;
1818 else
1819 {
1820 for (i = 0; i < NUM_SKILLS; i++)
1821 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1822 {
1823 skill_obj = op->contr->last_skill_ob[i];
1824 break;
1825 }
1826 1674
1827 /* Player doesn't have the skill. Check to see what to do, and give 1675 /* Player doesn't have the skill. Check to see what to do, and give
1828 * it to the player if necessary 1676 * it to the player if necessary
1829 */ 1677 */
1830 if (!skill_obj) 1678 if (!skill_obj)
1831 { 1679 {
1832 if (flag == SK_EXP_NONE) 1680 if (flag == SK_EXP_NONE)
1833 return; 1681 return;
1682
1834 else if (flag == SK_EXP_ADD_SKILL) 1683 if (flag == SK_EXP_ADD_SKILL)
1835 give_skill_by_name (op, skill_name); 1684 skill_obj = give_skill_by_name (op, skill_name);
1836 }
1837 } 1685 }
1838 } 1686 }
1839 1687
1840 if (flag != SK_EXP_SKILL_ONLY) 1688 if (flag != SK_EXP_SKILL_ONLY)
1841 { 1689 {
1842 /* Basically, you can never gain more experience in one shot 1690 /* Basically, you can never gain more experience in one shot
1843 * than half what you need to gain for next level. 1691 * than half what you need to gain for next level.
1844 */ 1692 */
1845 exp_to_add = exp; 1693 exp_to_add = exp;
1846 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1847 if (exp_to_add > limit) 1695 if (exp_to_add > limit)
1848 exp_to_add = limit; 1696 exp_to_add = limit;
1849 1697
1850 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1851 if (settings.permanent_exp_ratio) 1699 if (settings.permanent_exp_ratio)
1858 } 1706 }
1859 1707
1860 if (skill_obj) 1708 if (skill_obj)
1861 { 1709 {
1862 exp_to_add = exp; 1710 exp_to_add = exp;
1863 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1864 if (exp_to_add > limit) 1712 if (exp_to_add > limit)
1865 exp_to_add = limit; 1713 exp_to_add = limit;
1866 1714
1867 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1868 if (settings.permanent_exp_ratio) 1716 if (settings.permanent_exp_ratio)
1874 player_lvl_adj (op, skill_obj); 1722 player_lvl_adj (op, skill_obj);
1875 } 1723 }
1876} 1724}
1877 1725
1878/* This function checks to make sure that object 'op' can 1726/* This function checks to make sure that object 'op' can
1879 * lost 'exp' experience. It returns the amount of exp 1727 * lose 'exp' experience. It returns the amount of exp
1880 * object 'op' can in fact lose - it basically makes 1728 * object 'op' can in fact lose - it basically makes
1881 * adjustments based on permanent exp and the like. 1729 * adjustments based on permanent exp and the like.
1882 * This function should always be used for losing experience - 1730 * This function should always be used for losing experience -
1883 * the 'exp' value passed should be positive - this is the 1731 * the 'exp' value passed should be positive - this is the
1884 * amount that should get subtract from the player. 1732 * amount that should get subtract from the player.
1885 */ 1733 */
1886sint64 1734static sint64
1887check_exp_loss (const object *op, sint64 exp) 1735check_exp_loss (const object *op, sint64 exp)
1888{ 1736{
1889 sint64 del_exp; 1737 sint64 del_exp;
1890 1738
1891 if (exp > op->stats.exp) 1739 if (exp > op->stats.exp)
1892 exp = op->stats.exp; 1740 exp = op->stats.exp;
1741
1893 if (settings.permanent_exp_ratio) 1742 if (settings.permanent_exp_ratio)
1894 { 1743 {
1895 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745
1896 if (del_exp < 0) 1746 if (del_exp < 0)
1897 del_exp = 0; 1747 del_exp = 0;
1748
1898 if (exp > del_exp) 1749 if (exp > del_exp)
1899 exp = del_exp; 1750 exp = del_exp;
1900 } 1751 }
1752
1901 return exp; 1753 return exp;
1902} 1754}
1903 1755
1904sint64 1756sint64
1905check_exp_adjust (const object *op, sint64 exp) 1757check_exp_adjust (const object *op, sint64 exp)
1906{ 1758{
1907 if (exp < 0) 1759 if (exp < 0)
1908 return check_exp_loss (op, exp); 1760 return check_exp_loss (op, exp);
1909 else 1761 else
1910 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1911} 1763}
1912
1913 1764
1914/* Subtracts experience from player. 1765/* Subtracts experience from player.
1915 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1916 * only subtract from the matching skill. Otherwise, 1767 * only subtract from the matching skill. Otherwise,
1917 * this subtracts a portion from all 1768 * this subtracts a portion from all
1922 * where everything is at the minimum perm exp, he would lose nothing. 1773 * where everything is at the minimum perm exp, he would lose nothing.
1923 * exp is the amount of exp to subtract - thus, it should be 1774 * exp is the amount of exp to subtract - thus, it should be
1924 * a postive number. 1775 * a postive number.
1925 */ 1776 */
1926static void 1777static void
1927subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1778subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1928{ 1779{
1929 float fraction = (float) exp / (float) op->stats.exp; 1780 float fraction = (float) exp / (float) op->stats.exp;
1930 object *tmp; 1781 object *tmp;
1931 sint64 del_exp; 1782 sint64 del_exp;
1932 1783
1933 for (tmp = op->inv; tmp; tmp = tmp->below) 1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1934 if (tmp->type == SKILL && tmp->stats.exp) 1785 if (tmp->type == SKILL && tmp->stats.exp)
1935 { 1786 {
1936 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1937 { 1788 {
1938 del_exp = check_exp_loss (tmp, exp); 1789 del_exp = check_exp_loss (tmp, exp);
1939 tmp->stats.exp -= del_exp; 1790 tmp->stats.exp -= del_exp;
1940 player_lvl_adj (op, tmp); 1791 player_lvl_adj (op, tmp);
1941 } 1792 }
1942 else if (flag != SK_SUBTRACT_SKILL_EXP) 1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1943 { 1794 {
1944 /* only want to process other skills if we are not trying 1795 /* only want to process other skills if we are not trying
1945 * to match a specific skill. 1796 * to match a specific skill.
1946 */ 1797 */
1947 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1948 tmp->stats.exp -= del_exp; 1799 tmp->stats.exp -= del_exp;
1949 player_lvl_adj (op, tmp); 1800 player_lvl_adj (op, tmp);
1950 } 1801 }
1951 } 1802 }
1803
1952 if (flag != SK_SUBTRACT_SKILL_EXP) 1804 if (flag != SK_SUBTRACT_SKILL_EXP)
1953 { 1805 {
1954 del_exp = check_exp_loss (op, exp); 1806 del_exp = check_exp_loss (op, exp);
1955 op->stats.exp -= del_exp; 1807 op->stats.exp -= del_exp;
1956 player_lvl_adj (op, NULL); 1808 player_lvl_adj (op, NULL);
1957 } 1809 }
1958} 1810}
1959
1960
1961 1811
1962/* change_exp() - changes experience to a player/monster. This 1812/* change_exp() - changes experience to a player/monster. This
1963 * does bounds checking to make sure we don't overflow the max exp. 1813 * does bounds checking to make sure we don't overflow the max exp.
1964 * 1814 *
1965 * The exp passed is typically not modified much by this function - 1815 * The exp passed is typically not modified much by this function -
1966 * it is assumed the caller has modified the exp as needed. 1816 * it is assumed the caller has modified the exp as needed.
1967 * skill_name is the skill that should get the exp added. 1817 * skill_name is the skill that should get the exp added.
1968 * flag is what to do if player doesn't have the skill. 1818 * flag is what to do if player doesn't have the skill.
1969 * these last two values are only used for players. 1819 * these last two values are only used for players.
1970 */ 1820 */
1971
1972void 1821void
1973change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1822change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1974{ 1823{
1975
1976#ifdef EXP_DEBUG 1824#ifdef EXP_DEBUG
1977 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1978#endif 1826#endif
1979 1827
1980 /* safety */ 1828 /* safety */
1996 * worth. 1844 * worth.
1997 */ 1845 */
1998 if (op->type != PLAYER) 1846 if (op->type != PLAYER)
1999 { 1847 {
2000 /* Sanity check */ 1848 /* Sanity check */
2001 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1849 if (!op->flag [FLAG_ALIVE])
2002 return; 1850 return;
2003 1851
2004 /* reset exp to max allowed value. We subtract from 1852 /* reset exp to max allowed value. We subtract from
2005 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2006 * more than max exp, just return. 1854 * more than max exp, just return.
2021 else 1869 else
2022 /* note that when you lose exp, it doesn't go against 1870 /* note that when you lose exp, it doesn't go against
2023 * a particular skill, so we don't need to pass that 1871 * a particular skill, so we don't need to pass that
2024 * along. 1872 * along.
2025 */ 1873 */
2026 subtract_player_exp (op, FABS (exp), skill_name, flag); 1874 subtract_player_exp (op, abs (exp), skill_name, flag);
2027
2028 } 1875 }
2029} 1876}
2030 1877
2031/* Applies a death penalty experience, the size of this is defined by the 1878/* Applies a death penalty experience, the size of this is defined by the
2032 * settings death_penalty_percentage and death_penalty_levels, and by the 1879 * settings death_penalty_percentage and death_penalty_levels, and by the
2033 * amount of permenent experience, whichever gives the lowest loss. 1880 * amount of permenent experience, whichever gives the lowest loss.
2034 */ 1881 */
2035
2036void 1882void
2037apply_death_exp_penalty (object *op) 1883apply_death_exp_penalty (object *op)
2038{ 1884{
2039 object *tmp;
2040 sint64 loss; 1885 sint64 loss;
2041 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2042 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2043 1888
2044 for (tmp = op->inv; tmp; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2045 if (tmp->type == SKILL && tmp->stats.exp) 1890 if (tmp->type == SKILL && tmp->stats.exp)
2046 { 1891 {
2047
2048 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1892 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2049 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2050 1894
2051 /* With the revised exp system, you can get cases where 1895 /* With the revised exp system, you can get cases where
2052 * losing several levels would still require that you have more 1896 * losing several levels would still require that you have more
2053 * exp than you currently have - this is true if the levels 1897 * exp than you currently have - this is true if the levels
2054 * tables is a lot harder. 1898 * tables is a lot harder.
2055 */ 1899 */
2056 if (level_loss < 0) 1900 if (level_loss < 0)
2057 level_loss = 0; 1901 level_loss = 0;
2058 1902
2059 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2060 1904
2061 tmp->stats.exp -= loss; 1905 tmp->stats.exp -= loss;
2062 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
2063 } 1907 }
2064 1908
2065 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1909 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2066 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1911
2067 if (level_loss < 0) 1912 if (level_loss < 0)
2068 level_loss = 0; 1913 level_loss = 0;
1914
2069 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2070 1916
2071 op->stats.exp -= loss; 1917 op->stats.exp -= loss;
2072 player_lvl_adj (op, NULL); 1918 player_lvl_adj (op, NULL);
2073} 1919}
2074 1920

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