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Comparing deliantra/server/common/living.C (file contents):
Revision 1.10 by root, Tue Sep 12 02:06:19 2006 UTC vs.
Revision 1.118 by root, Sun Apr 11 00:34:05 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 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 */
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 levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 163extern sint64 *levels;
167#endif
168 164
169#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
170 166
171/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 193 "You're feeling clumsy!",
198 "You feel less healthy", 194 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
200 "Your face gets distorted!", 198 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 199};
204const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 201 "You feel your strength return.",
206 "You feel your agility return.", 202 "You feel your agility return.",
207 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
208 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
209 "You feel your charisma return.", 207 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 208};
213const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 210 "You feel stronger.",
215 "You feel more agile.", 211 "You feel more agile.",
216 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
217 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
218 "You seem to look better.", 216 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 217};
222const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 219 "You feel weaker!",
224 "You feel clumsy!", 220 "You feel clumsy!",
225 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
226 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
227 "You look ugly!", 225 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 226};
231 227
232const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 230};
235 231
236const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 234};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 235
274/* 236/*
275 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 238 * is added to the specified stat.
277 */ 239 */
278
279void 240void
280change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
281{ 242{
282 if (value == 0) 243 stats->stat (attr) += value;
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310}
311
312/*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316sint8
317get_attr_value (const living * stats, int attr)
318{
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337} 244}
338 245
339/* 246/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 248 * 1-30 stat limit.
342 */ 249 */
343
344void 250void
345check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
346{ 252{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
351 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 257 }
354} 258}
355 259
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 261
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
359 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
360 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
361 */ 265 */
362#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
363 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
364 268
365/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
366 270
367/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 272 * the object.
369 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 274 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 280 * that gives them that ability.
377 */ 281 */
378int 282int
379change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
380{ 284{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
382 char message[MAX_BUF]; 287 char message[MAX_BUF];
383 int potion_max = 0; 288 int potion_max = 0;
384 289
385 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
386 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
387 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
388 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
389 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
390 296
391 if (op->type == PLAYER) 297 if (op->type == PLAYER)
392 { 298 {
393 if (tmp->type == POTION) 299 if (tmp->type == POTION)
394 { 300 {
395 potion_max = 1; 301 potion_max = 1;
302
396 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
397 { 304 {
398 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
399 306 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 307
403 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
405 310
406 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
407 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
409 * to allow for that. 313 * to allow for that.
410 */ 314 */
411 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 316 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 318 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
416 }
417 if (nstat != ostat) 320 if (nstat != ostat)
418 { 321 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 323 potion_max = 0;
421 } 324 }
422 else if (i) 325 else if (i)
423 { 326 {
424 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 328 potion_max = 1;
426 } 329 }
427 } 330 }
331
428 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 334 * recalculates this anyway.
431 */ 335 */
432 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
434 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 340 } /* end of potion handling code */
436 } 341 }
437 342
438 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 344 * everything to set
440 */ 345 */
441 if (flag == -1) 346 if (flag == -1)
442 { 347 {
443 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 353 * and not the other move_ fields.
449 */ 354 */
450 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
451 } 356 }
452 357
453 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
456 */ 361 */
457 fix_player (op); 362 op->update_stats ();
458 363
459 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 365 * print out message if this is a bow.
461 */ 366 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 368 {
464 success = 1; 369 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 371 }
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
468 { 374 {
469 success = 1; 375 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 377 }
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
473 { 380 {
474 success = 1; 381 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 383 }
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
478 { 386 {
479 success = 1; 387 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 389 }
390
482 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 395 * from fly high)
487 */ 396 */
488 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
489 { 398 {
490 success = 1; 399 success = 1;
491 400
492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
493 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
494 */ 403 */
495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 { 405 {
497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
498 } 407 }
499 408
500 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 410 {
502 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 412 * in that case, you don't actually land
504 */ 413 */
505 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 416 }
417
508 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510
511 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op);
513 } 420 }
514 421
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 423 * originally undead may change their status
517 */ 424 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
520 { 427 {
521 success = 1; 428 success = 1;
522 if (flag > 0) 429 if (flag > 0)
523 { 430 {
524 op->race = "undead"; 431 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 433 }
527 else 434 else
528 { 435 {
529 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 438 }
532 } 439 }
533 440
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
535 { 442 {
536 success = 1; 443 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 445 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
540 { 448 {
541 success = 1; 449 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 451 }
452
544 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 454 * vision
546 */ 455 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
548 { 457 {
549 success = 1; 458 success = 1;
550 if (flag > 0) 459 if (flag > 0)
551 { 460 {
552 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else 463 else
555 { 464 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND); 466 op->set_flag (FLAG_BLIND);
558 if (op->type == PLAYER) 467 if (op->type == PLAYER)
559 op->contr->do_los = 1; 468 op->contr->do_los = 1;
560 } 469 }
561 } 470 }
562 else 471 else
563 { 472 {
564 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
566 else 475 else
567 { 476 {
568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
569 CLEAR_FLAG (op, FLAG_BLIND); 478 op->clr_flag (FLAG_BLIND);
570 if (op->type == PLAYER) 479 if (op->type == PLAYER)
571 op->contr->do_los = 1; 480 op->contr->do_los = 1;
572 } 481 }
573 } 482 }
574 } 483 }
575 484
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
577 { 486 {
578 success = 1; 487 success = 1;
579 if (op->type == PLAYER) 488 if (op->type == PLAYER)
580 op->contr->do_los = 1; 489 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 } 491 }
583 492
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
585 { 494 {
586 success = 1; 495 success = 1;
587 if (flag > 0) 496 if (flag > 0)
588 { 497 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
591 else 500 else
592 { 501 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
594 if (op->type == PLAYER) 503 if (op->type == PLAYER)
595 op->contr->do_los = 1; 504 op->contr->do_los = 1;
596 } 505 }
597 } 506 }
598 else 507 else
599 { 508 {
600 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
602 else 511 else
603 { 512 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
605 if (op->type == PLAYER) 514 if (op->type == PLAYER)
612 { 521 {
613 success = 1; 522 success = 1;
614 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 523 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
615 } 524 }
616 525
526 if (digest_types [tmp->type])
527 {
617 if (tmp->stats.hp && op->type == PLAYER) 528 if (tmp->stats.hp && op->type == PLAYER)
618 { 529 {
619 success = 1; 530 success = 1;
620 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 531 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
621 } 532 }
622 533
623 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 534 if (tmp->stats.sp && op->type == PLAYER
624 { 535 && tmp->type != SKILL && tmp->type != BOW)
536 {
625 success = 1; 537 success = 1;
626 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 538 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
627 } 539 }
628 540
629 /* for the future when artifacts set this -b.t. */ 541 /* for the future when artifacts set this -b.t. */
630 if (tmp->stats.grace && op->type == PLAYER) 542 if (tmp->stats.grace && op->type == PLAYER)
631 { 543 {
632 success = 1; 544 success = 1;
633 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 545 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
634 } 546 }
635 547
636 if (tmp->stats.food && op->type == PLAYER) 548 if (tmp->stats.food && op->type == PLAYER)
637 { 549 {
638 success = 1; 550 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
552 }
640 } 553 }
641 554
642 /* Messages for changed resistance */ 555 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 556 for (int i = 0; i < NROFATTACKS; i++)
644 { 557 {
645 if (i == ATNR_PHYSICAL) 558 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 559 continue; /* Don't display about armour */
647 560
648 if (op->resist[i] != refop.resist[i]) 561 if (op->resist [i] != prev_resist [i])
649 { 562 {
650 success = 1; 563 success = 1;
564
651 if (op->resist[i] > refop.resist[i]) 565 if (op->resist [i] > prev_resist [i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
653 else 567 else
654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 568 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
655 569
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 570 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 571 }
658 } 572 }
659 573
660 if (tmp->type != EXPERIENCE && !potion_max) 574 if (!potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++) 575 for (int j = 0; j < NUM_STATS; j++)
663 { 576 if (int i = tmp->stats.stat (j))
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 577 {
666 success = 1; 578 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 579 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 580 }
669 } 581
670 }
671 return success; 582 return success;
672} 583}
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680drain_stat (object *op) 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
684 594
685void 595void
686drain_specific_stat (object *op, int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
687{ 597{
688 object *tmp; 598 object *tmp;
689 archetype *at; 599 archetype *at;
690 600
691 at = find_archetype (ARCH_DEPLETION); 601 at = archetype::find (shstr_depletion);
692 if (!at) 602 if (!at)
693 { 603 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 604 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 605 return;
696 } 606 }
697 else 607 else
698 { 608 {
699 tmp = present_arch_in_ob (at, op); 609 tmp = present_arch_in_ob (at, this);
610
700 if (!tmp) 611 if (!tmp)
701 { 612 {
702 tmp = arch_to_object (at); 613 tmp = at->instance ();
703 tmp = insert_ob_in_ob (tmp, op); 614 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 615 tmp->set_flag (FLAG_APPLIED);
705 } 616 }
706 } 617 }
707 618
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 619 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 620 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 621 update_stats ();
711} 622}
712 623
713/* 624/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 625 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 626 * via an applied bad_luck object.
716 */ 627 */
717
718void 628void
719change_luck (object *op, int value) 629object::change_luck (int value)
720{ 630{
721 object *tmp; 631 archetype *at = archetype::find (shstr_luck);
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("luck");
726 if (!at) 632 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 633 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 634 else
729 { 635 {
730 tmp = present_arch_in_ob (at, op); 636 object *tmp = present_arch_in_ob (at, this);
637
731 if (!tmp) 638 if (!tmp)
732 { 639 {
733 if (!value) 640 if (!value)
734 return; 641 return;
735 tmp = arch_to_object (at); 642
643 tmp = at->instance ();
736 tmp = insert_ob_in_ob (tmp, op); 644 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 645 tmp->set_flag (FLAG_APPLIED);
738 } 646 }
647
739 if (value) 648 if (value)
740 { 649 {
741 /* Limit the luck value of the bad luck object to +/-100. This 650 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 651 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 652 * in op itself).
744 */ 653 */
745 new_luck = tmp->stats.luck + value; 654 int new_luck = tmp->stats.luck + value;
655
746 if (new_luck >= -100 && new_luck <= 100) 656 if (new_luck >= -100 && new_luck <= 100)
747 { 657 {
748 op->stats.luck += value; 658 stats.luck += value;
749 tmp->stats.luck = new_luck; 659 tmp->stats.luck = new_luck;
750 } 660 }
751 } 661 }
752 else 662 else
753 { 663 {
754 if (!tmp->stats.luck) 664 if (!tmp->stats.luck)
755 {
756 return; 665 return;
757 } 666
758 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
760 */ 669 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 671 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 673
765 op->stats.luck += diff; 674 stats.luck += diff;
766 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
767 } 676 }
768 } 677 }
769 } 678 }
770} 679}
771 680
772/* 681/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 683 */
775
776void 684void
777remove_statbonus (object *op) 685object::remove_statbonus ()
778{ 686{
779 op->stats.Str -= op->arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 688 {
781 op->stats.Con -= op->arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 690 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 692 }
785 op->stats.Int -= op->arch->clone.stats.Int;
786 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
787 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
788 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
789 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
790 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
791 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
792 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
793} 693}
794 694
795/* 695/*
796 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 697 */
798
799void 698void
800add_statbonus (object *op) 699object::add_statbonus ()
801{ 700{
802 op->stats.Str += op->arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 702 {
804 op->stats.Con += op->arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 704 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 706 }
808 op->stats.Int += op->arch->clone.stats.Int;
809 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
810 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
811 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
812 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
813 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
814 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
815 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
816} 707}
708
709static struct copy_flags : object::flags_t
710{
711 copy_flags ()
712 {
713 set (FLAG_LIFESAVE);
714 set (FLAG_REFL_SPELL);
715 set (FLAG_REFL_MISSILE);
716 set (FLAG_STEALTH);
717 set (FLAG_XRAYS);
718 set (FLAG_BLIND);
719 set (FLAG_SEE_IN_DARK);
720 }
721} copy_flags;
817 722
818/* 723/*
819 * Updates all abilities given by applied objects in the inventory 724 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 725 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 726 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 727 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 728 * and then adjusts them according to what the player has equipped.
824 */ 729 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 730 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 731 * spell system split, grace points now added to system --peterm
828 */ 732 */
829
830void 733void
831fix_player (object *op) 734object::update_stats ()
832{ 735{
833 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 736 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 737 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 745
840 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 747 if (type == PLAYER)
842 { 748 {
749 contr->delayed_update = false;
750
843 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
844 { 752 stat_sum [i] = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 753
846 }
847 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 755 contr->encumbrance = 0;
849 756
850 op->attacktype = 0; 757 attacktype = 0;
758
851 op->contr->digestion = 0; 759 contr->digestion = 0;
852 op->contr->gen_hp = 0; 760 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 761 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 762 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 764 contr->item_power = 0;
857
858 /* Don't clobber all the range_ values. range_golem otherwise
859 * gets reset for no good reason, and we don't want to reset
860 * range_magic (what spell is readied). These three below
861 * well get filled in based on what the player has equipped.
862 */
863 op->contr->ranges[range_bow] = NULL;
864 op->contr->ranges[range_misc] = NULL;
865 op->contr->ranges[range_skill] = NULL;
866 } 765 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 766
767 for (int i = NUM_BODY_LOCATIONS; i--; )
768 slot[i].used = slot[i].info;
769
869 op->slaying = 0; 770 slaying = 0;
870 771
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
872 {
873 CLEAR_FLAG (op, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS);
875 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
876 777
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
881 CLEAR_FLAG (op, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
883 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
884 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
885 CLEAR_FLAG (op, FLAG_UNDEAD);
886 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
887 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
888 781
889 op->path_attuned = op->arch->clone.path_attuned; 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 786
894 op->chosen_skill = NULL; 787 path_attuned = arch->path_attuned;
788 path_repelled = arch->path_repelled;
789 path_denied = arch->path_denied;
790 glow_radius = arch->glow_radius;
791 move_type = arch->move_type;
895 792
896 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
897 * archetype clone 794 * archetype clone
898 */ 795 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
900 797
901 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
902 { 799 {
903 if (op->resist[i] > 0) 800 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
905 else 802 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
907 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
908 } 806 }
909 807
910 wc = op->arch->clone.stats.wc; 808 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
912 810
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 816 * that their protection from physical goes down
919 */ 817 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
921 { 819 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 822 }
925 else 823 else
926 ac = op->arch->clone.stats.ac; 824 ac = arch->stats.ac;
927 825
928 op->stats.luck = op->arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
930 830
931 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
933 */ 833 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
936 { 835 {
937 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here.
939 */
940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 837 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 838 * then calls this function.
946 */ 839 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
948 {
949 continue; 841 continue;
950 } 842
843 glow_radius += tmp->glow_radius;
951 844
952 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
954 { 847 {
955 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
958 if (!mana_obj) 851 if (!mana_obj)
959 mana_obj = tmp; 852 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 853 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 854 mana_obj = tmp;
962 } 855 }
856
963 if (IS_GRACE_SKILL (tmp->subtype)) 857 if (IS_GRACE_SKILL (tmp->subtype))
964 { 858 {
965 if (!grace_obj) 859 if (!grace_obj)
966 grace_obj = tmp; 860 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp; 862 grace_obj = tmp;
969 } 863 }
970 } 864 }
971 865
972 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
973 * objects need to make adjustments. 867 * objects need to make adjustments.
974 * This block should handle all player specific changes 868 * This block should handle all player specific changes
975 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
976 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
977 * It also means we need to put in additional checks for applied below, 871 * It also means we need to put in additional checks for applied below,
978 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
979 * up, etc. 873 * up, etc.
980 */ 874 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON)
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
983 { 879 {
984 if (op->type == PLAYER) 880 if (type == PLAYER)
985 { 881 {
986 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
987 op->contr->ranges[range_bow] = tmp;
988 883
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
990 op->contr->ranges[range_misc] = tmp;
991
992 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 885 stat_sum [i] += tmp->stats.stat (i);
994 886
995 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
996 * spell point recovery and mana point recovery. Seems sort of an arbitary
997 * list, but other items store other info into stats array.
998 */
999 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
1000 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
1001 (tmp->type == SHIELD) || (tmp->type == RING) ||
1002 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1003 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1004 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1005 { 888 {
1006 op->contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1008 op->contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power;
1012 } 895 }
1013 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1014 902
1015 /* Update slots used for items */ 903 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1020 }
1021 907
1022 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1023 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1;
1027 }
1028 910
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
1034 if (tmp->type != POTION) 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1035 { 928 {
1036 for (i = 0; i < NROFATTACKS; i++) 929 attacktype |= tmp->attacktype;
1037 { 930 path_attuned |= tmp->path_attuned;
1038 /* Potential for cursed potions, in which case we just can use 931 path_repelled |= tmp->path_repelled;
1039 * a straight MAX, as potion_resist is initialized to zero. 932 path_denied |= tmp->path_denied;
1040 */ 933 move_type |= tmp->move_type;
1041 if (tmp->type == POTION_EFFECT) 934 stats.luck += tmp->stats.luck;
1042 {
1043 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1045 else
1046 potion_resist[i] = tmp->resist[i];
1047 }
1048 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1052 }
1053 } 935 }
1054 936
1055 /* There may be other things that should not adjust the attacktype */ 937 flag |= tmp->flag & copy_flags;
1056 if (tmp->type != BOW && tmp->type != SYMPTOM)
1057 op->attacktype |= tmp->attacktype;
1058 938
1059 op->path_attuned |= tmp->path_attuned; 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1060 op->path_repelled |= tmp->path_repelled; 940 this->set_flag (FLAG_UNDEAD);
1061 op->path_denied |= tmp->path_denied;
1062 op->stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type;
1064 941
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 942 //TODO: copy_flags?
1066 SET_FLAG (op, FLAG_LIFESAVE); 943 if (tmp->flag [FLAG_MAKE_INVIS])
1067 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1068 SET_FLAG (op, FLAG_REFL_SPELL);
1069 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1070 SET_FLAG (op, FLAG_REFL_MISSILE);
1071 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1072 SET_FLAG (op, FLAG_STEALTH);
1073 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1074 SET_FLAG (op, FLAG_XRAYS);
1075 if (QUERY_FLAG (tmp, FLAG_BLIND))
1076 SET_FLAG (op, FLAG_BLIND);
1077 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1078 SET_FLAG (op, FLAG_SEE_IN_DARK);
1079
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD);
1082
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 944 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 945 this->set_flag (FLAG_MAKE_INVIS);
1086 op->invisible = 1; 946 invisible = 1;
1087 } 947 }
1088 948
1089 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 950 {
1091 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1092 { 952 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 955 }
1096 else 956 else
1097 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1098 } 958 }
1099 959
1100 switch (tmp->type) 960 switch (tmp->type)
1101 { 961 {
1102 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */
1104 case SKILL: 962 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1106 break; 966 break;
1107 967
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 968 if (chosen_skill)
969 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1113 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1114 op->chosen_skill = tmp; 978 chosen_skill = tmp;
1115 979
1116 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1120 if (weapon_speed < 0) 984
1121 weapon_speed = 0;
1122 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
987
1124 if (tmp->magic) 988 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1126 } 990 }
1127 991
1128 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1130 994
1131 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 996 slaying = tmp->slaying;
1133 997
1134 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1000
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += 3 * tmp->weight / 1000;
1003 }
1138 1004
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1005 break;
1142 1006
1143 case SKILL_TOOL:
1144 if (op->chosen_skill)
1145 {
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1147 }
1148 op->chosen_skill = tmp;
1149 if (op->type == PLAYER)
1150 op->contr->ranges[range_skill] = op;
1151 break;
1152
1153 case SHIELD: 1007 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += tmp->weight / 2000;
1010 //FALLTHROUGH
1156 case RING: 1011 case RING:
1157 case AMULET: 1012 case AMULET:
1158 case GIRDLE: 1013 case GIRDLE:
1159 case HELMET: 1014 case HELMET:
1160 case BOOTS: 1015 case BOOTS:
1161 case GLOVES: 1016 case GLOVES:
1162 case CLOAK: 1017 case CLOAK:
1163 if (tmp->stats.wc) 1018 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1019 wc -= tmp->stats.wc + tmp->magic;
1020
1165 if (tmp->stats.dam) 1021 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1022 stats.dam += tmp->stats.dam + tmp->magic;
1023
1167 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1025 ac -= tmp->stats.ac + tmp->magic;
1026
1169 break; 1027 break;
1170 1028
1029 case WAND:
1030 case ROD:
1031 case HORN:
1032 break;
1033
1034 case BOW:
1171 case WEAPON: 1035 case WEAPON:
1172 wc -= (tmp->stats.wc + tmp->magic); 1036 wc -= tmp->stats.wc + tmp->magic;
1037
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1038 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1039 ac -= tmp->stats.ac + tmp->magic;
1040
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1041 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1043 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1044
1178 if (weapon_speed < 0) 1045 if (weapon_speed < 0)
1179 weapon_speed = 0; 1046 weapon_speed = 0;
1047
1180 op->slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1049
1181 /* If there is desire that two handed weapons should do 1050 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1051 * extra strength damage, this is where the code should
1183 * go. 1052 * go.
1184 */ 1053 */
1185 op->current_weapon = tmp; 1054
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1055 if (type == PLAYER)
1056 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += tmp->weight * 3 / 1000;
1188 1058
1189 break; 1059 break;
1190 1060
1191 case ARMOUR: /* Only the best of these three are used: */ 1061 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1063 contr->encumbrance += tmp->weight / 1000;
1194 1064
1195 case BRACERS: 1065 case BRACERS:
1196 case FORCE: 1066 case FORCE:
1197 if (tmp->stats.wc) 1067 if (tmp->stats.wc)
1198 { 1068 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1072 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1073 }
1204 else 1074 else
1205 wc += tmp->stats.wc + tmp->magic; 1075 wc += tmp->stats.wc + tmp->magic;
1206 } 1076 }
1077
1207 if (tmp->stats.ac) 1078 if (tmp->stats.ac)
1208 { 1079 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1080 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1081 {
1211 ac += best_ac; /* Remove last bonus */ 1082 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1083 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1084 }
1214 else /* To nullify the below effect */ 1085 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1086 ac += tmp->stats.ac + tmp->magic;
1216 } 1087 }
1088
1217 if (tmp->stats.wc) 1089 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1090 wc -= tmp->stats.wc + tmp->magic;
1091
1219 if (tmp->stats.ac) 1092 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1093 ac -= tmp->stats.ac + tmp->magic;
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1094
1095 if (ARMOUR_SPEED (tmp))
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1096 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1097
1223 break; 1098 break;
1224 } /* switch tmp->type */ 1099 } /* switch tmp->type */
1225 } /* item is equipped */ 1100 } /* item is equipped */
1226 } /* for loop of items */ 1101 } /* for loop of items */
1102
1103 min_it (glow_radius, MAX_LIGHT_RADIUS);
1227 1104
1228 /* We've gone through all the objects the player has equipped. For many things, we 1105 /* We've gone through all the objects the player has equipped. For many things, we
1229 * have generated intermediate values which we now need to assign. 1106 * have generated intermediate values which we now need to assign.
1230 */ 1107 */
1231 1108
1233 * If there is an uncursed potion in effect, granting more protection 1110 * If there is an uncursed potion in effect, granting more protection
1234 * than that, we take: 'total resistance = resistance from potion'. 1111 * than that, we take: 'total resistance = resistance from potion'.
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1112 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1113 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1114 */
1238 for (i = 0; i < NROFATTACKS; i++) 1115 for (int i = 0; i < NROFATTACKS; i++)
1239 { 1116 {
1240 op->resist[i] = prot[i] - vuln[i]; 1117 resist[i] = prot[i] - vuln[i];
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1118
1119 if (potion_resist[i] != -1000
1120 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1242 op->resist[i] = potion_resist[i]; 1121 resist[i] = potion_resist[i];
1122 }
1123
1124 if (type == PLAYER)
1243 } 1125 {
1126 // clamp various player stats
1127 for (int i = 0; i < NUM_STATS; ++i)
1128 stats.stat (i) = stat_sum [i];
1244 1129
1130 check_stat_bounds (&stats);
1131
1132 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1133
1245 /* Figure out the players sp/mana/hp totals. */ 1134 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER)
1247 {
1248 int pl_level; 1135 int pl_level;
1249 1136
1250 check_stat_bounds (&(op->stats));
1251 pl_level = op->level;
1252
1253 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1137 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1255 1138
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1139 /* You basically get half a con bonus/level. But we do take into account rounding,
1257 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1140 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1141 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1142 stats.maxhp = 0;
1143 for (int i = 1; i <= min (10, pl_level); i++)
1260 { 1144 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1145 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1146
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1147 if (i % 2 && con_bonus[stats.Con] % 2)
1263 {
1264 if (con_bonus[op->stats.Con] > 0) 1148 if (con_bonus[stats.Con] > 0)
1265 j++; 1149 j++;
1266 else 1150 else
1267 j--; 1151 j--;
1268 } 1152
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1153 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1154 }
1271 1155
1272 for (i = 11; i <= op->level; i++) 1156 stats.maxhp += 2 * max (0, level - 10);
1273 op->stats.maxhp += 2;
1274 1157
1275 if (op->stats.hp > op->stats.maxhp) 1158 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1159 stats.hp = stats.maxhp;
1277 1160
1278 /* Sp gain is controlled by the level of the player's 1161 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1162 * relevant experience object (mana_obj, see above)
1280 */ 1163 */
1281 /* following happen when skills system is not used */ 1164 /* following happen when skills system is not used */
1282 if (!mana_obj) 1165 if (!mana_obj)
1283 mana_obj = op; 1166 mana_obj = this;
1167
1284 if (!grace_obj) 1168 if (!grace_obj)
1285 grace_obj = op; 1169 grace_obj = this;
1170
1286 /* set maxsp */ 1171 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1172 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1173 mana_obj = this;
1289 1174
1290 if (mana_obj == op && op->type == PLAYER) 1175 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1176 stats.maxsp = 1;
1293 }
1294 else 1177 else
1295 { 1178 {
1296 sp_tmp = 0.0; 1179 float sp_tmp = 0.f;
1180
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1181 for (int i = 1; i <= min (10, mana_obj->level); i++)
1298 { 1182 {
1299 float stmp; 1183 float stmp;
1300 1184
1301 /* Got some extra bonus at first level */ 1185 /* Got some extra bonus at first level */
1302 if (i < 2) 1186 if (i < 2)
1303 {
1304 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1187 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1188 else
1307 {
1308 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1189 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1190
1310 if (stmp < 1.0)
1311 stmp = 1.0;
1312 sp_tmp += stmp; 1191 sp_tmp += max (1.f, stmp);
1313 } 1192 }
1314 op->stats.maxsp = (int) sp_tmp;
1315 1193
1316 for (i = 11; i <= mana_obj->level; i++) 1194 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1317 op->stats.maxsp += 2;
1318 } 1195 }
1196
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1197 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1198 stats.sp = min (stats.sp, stats.maxsp * 2);
1321 op->stats.sp = op->stats.maxsp * 2;
1322 1199
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1200 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1201 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1202 grace_obj = this;
1326 1203
1327 if (grace_obj == op && op->type == PLAYER) 1204 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1205 stats.maxgrace = 1;
1330 }
1331 else 1206 else
1332 { 1207 {
1333 /* store grace in a float - this way, the divisions below don't create 1208 /* store grace in a float - this way, the divisions below don't create
1334 * big jumps when you go from level to level - with int's, it then 1209 * big jumps when you go from level to level - with int's, it then
1335 * becomes big jumps when the sums of the bonuses jump to the next 1210 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1211 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1212 */
1338 sp_tmp = 0.0; 1213 float sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1214
1215 for (int i = 1; i <= min (10, grace_obj->level); i++)
1340 { 1216 {
1341 float grace_tmp = 0.0; 1217 float grace_tmp = 0.f;
1342 1218
1343 /* Got some extra bonus at first level */ 1219 /* Got some extra bonus at first level */
1344 if (i < 2) 1220 if (i < 2)
1345 { 1221 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1346 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1347 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1348 }
1349 else 1222 else
1350 { 1223 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1351 grace_tmp = (float) op->contr->levgrace[i] 1224
1352 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1353 }
1354 if (grace_tmp < 1.0)
1355 grace_tmp = 1.0;
1356 sp_tmp += grace_tmp; 1225 sp_tmp += max (1.f, grace_tmp);
1357 } 1226 }
1358 op->stats.maxgrace = (int) sp_tmp;
1359 1227
1360 /* two grace points per level after 11 */ 1228 /* two grace points per level after 10 */
1361 for (i = 11; i <= grace_obj->level; i++) 1229 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1362 op->stats.maxgrace += 2;
1363 } 1230 }
1231
1364 /* No limit on grace vs maxgrace */ 1232 /* No limit on grace vs maxgrace */
1365 1233
1366 if (op->contr->braced) 1234 if (contr->braced)
1367 { 1235 {
1368 ac += 2; 1236 ac += 2;
1369 wc += 4; 1237 wc += 4;
1370 } 1238 }
1371 else 1239 else
1372 ac -= dex_bonus[op->stats.Dex]; 1240 ac -= dex_bonus[stats.Dex];
1373 1241
1374 /* In new exp/skills system, wc bonuses are related to 1242 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1243 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1244 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1245 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1248 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1249 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1250 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1251 * monster bonus the same as before. -b.t.
1384 */ 1252 */
1253 object *wc_obj = chosen_skill;
1385 1254
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1255 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1256 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1257 wc -= wc_obj->level + thaco_bonus[stats.Str];
1258
1389 for (i = 1; i < wc_obj->level; i++) 1259 for (int i = 1; i < wc_obj->level; i++)
1390 { 1260 {
1391 /* addtional wc every 6 levels */ 1261 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1262 if (!(i % 6))
1393 wc--; 1263 wc--;
1264
1394 /* addtional dam every 4 levels. */ 1265 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1266 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1267 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1268 }
1398 } 1269 }
1399 else 1270 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1271 wc -= level + thaco_bonus[stats.Str];
1401 1272
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1273 stats.dam += dam_bonus[stats.Str];
1403 1274
1404 if (op->stats.dam < 1) 1275 if (stats.dam < 1)
1405 op->stats.dam = 1; 1276 stats.dam = 1;
1406 1277
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1278 speed = 1.f + speed_bonus[stats.Dex];
1279
1408 if (settings.search_items && op->contr->search_str[0]) 1280 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1281 speed -= 1;
1410 if (op->attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype;
1412
1413 } /* End if player */ 1282 } /* End if player */
1414 1283
1415 if (added_speed >= 0) 1284 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1285 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1286 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1287 speed /= 1.f - added_speed;
1419 1288
1420 /* Max is determined by armour */ 1289 /* Max is determined by armour */
1421 if (op->speed > max) 1290 speed = min (speed, max_speed);
1422 op->speed = max;
1423 1291
1424 if (op->type == PLAYER) 1292 if (type == PLAYER)
1425 { 1293 {
1426 /* f is a number the represents the number of kg above (positive num) 1294 /* f is a number the represents the number of kg above (positive num)
1427 * or below (negative number) that the player is carrying. If above 1295 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1296 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1297 * much above he is, and what is max carry is
1430 */ 1298 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1299 float f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1300 if (f > 0.f)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1301 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1302 }
1435 1303
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1304 speed += bonus_speed / 10.f; /* Not affected by limits */
1305 speed *= speed_reduce_from_disease;
1437 1306
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1307 /* Put a lower limit on speed. Note with this speed, you move once every
1439 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1308 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1440 */ 1309 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1310 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1442 1311
1443 if (op->speed < 0.01 && op->type == PLAYER) 1312 if (speed != old_speed)
1444 op->speed = 0.01; 1313 set_speed (speed);
1445 1314
1446 if (op->type == PLAYER) 1315 if (type == PLAYER)
1447 { 1316 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1317 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1318 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1319 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1320 * that would just be a real pain to read.
1454 */ 1321 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1322 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1323 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1324 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1325 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1326 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1327 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1461 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1328
1329 K *= (4 + level) * 1.2f / (6 + level);
1330
1462 if (K <= 0) 1331 if (K <= 0.01f)
1463 K = 0.01; 1332 K = 0.01f;
1464 S = op->speed / (K * s); 1333
1465 op->contr->weapon_sp = S; 1334 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1335 }
1336
1467 /* I want to limit the power of small monsters with big weapons: */ 1337 /* I want to limit the power of small monsters with big weapons: */
1468 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1338 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1339 stats.dam = arch->stats.dam * 3;
1470 1340
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1341 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1342 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1473 * so its value is the same.
1474 */
1475 if (wc > 120)
1476 wc = 120;
1477 else if (wc < -120)
1478 wc = -120;
1479 op->stats.wc = wc;
1480
1481 if (ac > 120)
1482 ac = 120;
1483 else if (ac < -120)
1484 ac = -120;
1485 op->stats.ac = ac;
1486 1343
1487 /* if for some reason the creature doesn't have any move type, 1344 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1345 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1346 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1347 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1348 * one or the other.
1492 */ 1349 */
1493 if (op->move_type == 0) 1350 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1351 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1352 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1353 move_type &= ~MOVE_WALK;
1497 1354
1498 update_ob_speed (op); 1355 // now apply the new move_type
1356 if (this->move_type != move_type)
1357 change_move_type (move_type);
1499 1358
1500 /* It is quite possible that a player's spell costing might have changed, 1359 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1360 * so we will check that now.
1502 */ 1361 */
1503 if (op->type == PLAYER) 1362 if (is_player ())
1504 esrv_update_spells (op->contr); 1363 contr->update_spells ();
1364
1365 // update the mapspace, if we are on a map
1366 if (!flag [FLAG_REMOVED] && map)
1367 map->at (x, y).flags_ = 0;
1368}
1369
1370void
1371object::set_glow_radius (sint8 rad)
1372{
1373 glow_radius = rad;
1374
1375 if (is_on_map ())
1376 update_all_los (map, x, y);
1377 else if (object *env = outer_env ())
1378 {
1379 env->update_stats ();
1380
1381 if (env->is_on_map ())
1382 update_all_los (env->map, env->x, env->y);
1383 }
1505} 1384}
1506 1385
1507/* 1386/*
1508 * Returns true if the given player is a legal class. 1387 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1388 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1389 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1390 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1391 * false otherwise.
1513 */ 1392 */
1514
1515int 1393int
1516allowed_class (const object *op) 1394allowed_class (const object *op)
1517{ 1395{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1396 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1397 && op->stats.Str > 0
1398 && op->stats.Con > 0
1399 && op->stats.Int > 0
1400 && op->stats.Wis > 0
1401 && op->stats.Pow > 0
1402 && op->stats.Cha > 0;
1520} 1403}
1521 1404
1522/* 1405/*
1523 * set the new dragon name after gaining levels or 1406 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1407 * changing ability focus (later this can be extended to
1525 * eventually change the player's face and animation) 1408 * eventually change the player's face and animation)
1526 *
1527 * Note that the title is written to 'own_title' in the
1528 * player struct. This should be changed to 'ext_title'
1529 * as soon as clients support this!
1530 * Please, anyone, write support for 'ext_title'.
1531 */ 1409 */
1532void 1410void
1533set_dragon_name (object *pl, const object *abil, const object *skin) 1411set_dragon_name (object *pl, const object *abil, const object *skin)
1534{ 1412{
1535 int atnr = -1; /* attacknumber of highest level */ 1413 int atnr = -1; /* attacknumber of highest level */
1553 /* now if there are equals at highest level, pick the one with focus, 1431 /* now if there are equals at highest level, pick the one with focus,
1554 or else at random */ 1432 or else at random */
1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1433 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1556 atnr = abil->stats.exp; 1434 atnr = abil->stats.exp;
1557 1435
1558 level = (int) (level / 5.);
1559
1560 /* now set the new title */ 1436 /* now set the new title */
1561 if (pl->contr != NULL)
1562 {
1563 if (level == 0)
1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1437 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1565 else if (level == 1)
1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1438 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1567 else if (level == 2)
1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1439 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1569 else if (level == 3)
1570 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1440 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1571 else 1441 else
1572 { 1442 {
1573 /* special titles for extra high resistance! */ 1443 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1444 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1445 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1578 else
1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1446 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1580 }
1581 } 1447 }
1582 1448
1583 strcpy (pl->contr->own_title, ""); 1449 strcpy (pl->contr->own_title, "");
1584} 1450}
1585 1451
1586/* 1452/*
1587 * This function is called when a dragon-player gains 1453 * This function is called when a dragon-player gains
1588 * an overall level. Here, the dragon might gain new abilities 1454 * an overall level. Here, the dragon might gain new abilities
1589 * or change the ability-focus. 1455 * or change the ability-focus.
1590 */ 1456 */
1591void 1457static void
1592dragon_level_gain (object *who) 1458dragon_level_gain (object *who)
1593{ 1459{
1594 object *abil = NULL; /* pointer to dragon ability force */ 1460 object *abil = NULL; /* pointer to dragon ability force */
1595 object *skin = NULL; /* pointer to dragon skin force */ 1461 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1462 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1463 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1464
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1465 /* now grab the 'dragon_ability'-forces from the player's inventory */
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1466 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1467 if (tmp->type == FORCE)
1603 { 1468 if (tmp->arch->archname == shstr_dragon_ability_force)
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1605 abil = tmp; 1469 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1470 else if (tmp->arch->archname == shstr_dragon_skin_force)
1607 skin = tmp; 1471 skin = tmp;
1608 } 1472
1609 }
1610 /* if the force is missing -> bail out */ 1473 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1474 if (abil == NULL)
1612 return; 1475 return;
1613 1476
1614 /* The ability_force keeps track of maximum level ever achieved. 1477 /* The ability_force keeps track of maximum level ever achieved.
1655 object *skill_obj; 1518 object *skill_obj;
1656 1519
1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1520 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1658 if (!skill_obj) 1521 if (!skill_obj)
1659 { 1522 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1523 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1661 return NULL; 1524 return NULL;
1662 } 1525 }
1526
1663 /* clear the flag - exp goes into this bucket, but player 1527 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1528 * still doesn't know it.
1665 */ 1529 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1530 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1531 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1532 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1533 op->insert (skill_obj);
1670 if (op->contr) 1534
1671 { 1535 if (player *pl = op->contr)
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1536 pl->link_skills ();
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1537
1674 }
1675 return skill_obj; 1538 return skill_obj;
1676} 1539}
1677
1678 1540
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1541/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1542 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1543 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1544 * don't really gain levels
1685 */ 1547 */
1686void 1548void
1687player_lvl_adj (object *who, object *op) 1549player_lvl_adj (object *who, object *op)
1688{ 1550{
1689 char buf[MAX_BUF]; 1551 char buf[MAX_BUF];
1552 bool changed = false;
1690 1553
1691 if (!op) /* when rolling stats */ 1554 if (!op) /* when rolling stats */
1692 op = who; 1555 op = who;
1693 1556
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1557 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1558 {
1559 changed = true;
1560
1696 op->level++; 1561 op->level++;
1697 1562
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1563 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1699 dragon_level_gain (who); 1564 dragon_level_gain (who);
1700 1565
1701 /* Only roll these if it is the player (who) that gained the level */ 1566 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1567 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1568 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1569 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1705 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1570 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1706 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1571 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1572 }
1708 1573
1709 fix_player (who);
1710 if (op->level > 1) 1574 if (op->level > 1)
1711 { 1575 {
1712 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1577 {
1578 who->contr->play_sound (sound_find ("skill_up"));
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1579 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1580 }
1714 else 1581 else
1582 {
1583 who->contr->play_sound (sound_find ("level_up"));
1715 sprintf (buf, "You are now level %d.", op->level); 1584 sprintf (buf, "You are now level %d.", op->level);
1585 }
1586
1716 if (who) 1587 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1588 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1589 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1590 }
1591
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1592 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1593 {
1594 changed = true;
1595
1723 op->level--; 1596 op->level--;
1724 fix_player (who); 1597
1725 if (op->type != PLAYER) 1598 if (op->type != PLAYER)
1726 { 1599 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1600 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1601 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1602 }
1730 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1603 }
1732 /* check if the spell data has changed */ 1604
1733 esrv_update_spells (who->contr); 1605 if (changed)
1606 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1734} 1607}
1735 1608
1736/* 1609/*
1737 * Returns how much experience is needed for a player to become 1610 * Returns how much experience is needed for a player to become
1738 * the given level. level should really never exceed max_level 1611 * the given level. level should really never exceed max_level
1741sint64 1614sint64
1742level_exp (int level, double expmul) 1615level_exp (int level, double expmul)
1743{ 1616{
1744 if (level > settings.max_level) 1617 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1618 return (sint64) (expmul * levels[settings.max_level]);
1619
1746 return (sint64) (expmul * levels[level]); 1620 return (sint64) (expmul * levels[level]);
1747} 1621}
1748 1622
1749/* 1623/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1624 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1645 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1646 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1647 op->perm_exp = MAX_EXPERIENCE;
1774} 1648}
1775 1649
1776
1777/* Add experience to a player - exp should only be positive. 1650/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1651 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1652 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1653 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1654 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1655 * flag is what to do if the player doesn't have the skill:
1783 */ 1656 */
1784
1785static void 1657static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1658add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1659{
1788 object *skill_obj = NULL; 1660 object *skill_obj;
1789 sint64 limit, exp_to_add; 1661 sint64 limit, exp_to_add;
1790 int i; 1662 int i;
1791 1663
1792 /* prevents some forms of abuse. */ 1664 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1665 if (op->contr->braced)
1794 exp = exp / 5; 1666 exp /= 5;
1795 1667
1796 /* Try to find the matching skill. 1668 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1669 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1670 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1671 * the players inventory.
1800 */ 1672 */
1673 skill_obj = 0;
1674
1801 if (skill_name) 1675 if (skill_name)
1802 { 1676 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1677 skill_obj = op->contr->find_skill (skill_name);
1804 skill_obj = op->chosen_skill;
1805 else
1806 {
1807 for (i = 0; i < NUM_SKILLS; i++)
1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1809 {
1810 skill_obj = op->contr->last_skill_ob[i];
1811 break;
1812 }
1813 1678
1814 /* Player doesn't have the skill. Check to see what to do, and give 1679 /* Player doesn't have the skill. Check to see what to do, and give
1815 * it to the player if necessary 1680 * it to the player if necessary
1816 */ 1681 */
1817 if (!skill_obj) 1682 if (!skill_obj)
1818 { 1683 {
1819 if (flag == SK_EXP_NONE) 1684 if (flag == SK_EXP_NONE)
1820 return; 1685 return;
1686
1821 else if (flag == SK_EXP_ADD_SKILL) 1687 if (flag == SK_EXP_ADD_SKILL)
1822 give_skill_by_name (op, skill_name); 1688 skill_obj = give_skill_by_name (op, skill_name);
1823 }
1824 } 1689 }
1825 } 1690 }
1826 1691
1827 if (flag != SK_EXP_SKILL_ONLY) 1692 if (flag != SK_EXP_SKILL_ONLY)
1828 { 1693 {
1861 player_lvl_adj (op, skill_obj); 1726 player_lvl_adj (op, skill_obj);
1862 } 1727 }
1863} 1728}
1864 1729
1865/* This function checks to make sure that object 'op' can 1730/* This function checks to make sure that object 'op' can
1866 * lost 'exp' experience. It returns the amount of exp 1731 * lose 'exp' experience. It returns the amount of exp
1867 * object 'op' can in fact lose - it basically makes 1732 * object 'op' can in fact lose - it basically makes
1868 * adjustments based on permanent exp and the like. 1733 * adjustments based on permanent exp and the like.
1869 * This function should always be used for losing experience - 1734 * This function should always be used for losing experience -
1870 * the 'exp' value passed should be positive - this is the 1735 * the 'exp' value passed should be positive - this is the
1871 * amount that should get subtract from the player. 1736 * amount that should get subtract from the player.
1872 */ 1737 */
1873sint64 1738static sint64
1874check_exp_loss (const object *op, sint64 exp) 1739check_exp_loss (const object *op, sint64 exp)
1875{ 1740{
1876 sint64 del_exp; 1741 sint64 del_exp;
1877 1742
1878 if (exp > op->stats.exp) 1743 if (exp > op->stats.exp)
1879 exp = op->stats.exp; 1744 exp = op->stats.exp;
1745
1880 if (settings.permanent_exp_ratio) 1746 if (settings.permanent_exp_ratio)
1881 { 1747 {
1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1748 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1749
1883 if (del_exp < 0) 1750 if (del_exp < 0)
1884 del_exp = 0; 1751 del_exp = 0;
1752
1885 if (exp > del_exp) 1753 if (exp > del_exp)
1886 exp = del_exp; 1754 exp = del_exp;
1887 } 1755 }
1756
1888 return exp; 1757 return exp;
1889} 1758}
1890 1759
1891sint64 1760sint64
1892check_exp_adjust (const object *op, sint64 exp) 1761check_exp_adjust (const object *op, sint64 exp)
1893{ 1762{
1894 if (exp < 0) 1763 if (exp < 0)
1895 return check_exp_loss (op, exp); 1764 return check_exp_loss (op, exp);
1896 else 1765 else
1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1766 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1898} 1767}
1899
1900 1768
1901/* Subtracts experience from player. 1769/* Subtracts experience from player.
1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1770 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1903 * only subtract from the matching skill. Otherwise, 1771 * only subtract from the matching skill. Otherwise,
1904 * this subtracts a portion from all 1772 * this subtracts a portion from all
1918 sint64 del_exp; 1786 sint64 del_exp;
1919 1787
1920 for (tmp = op->inv; tmp; tmp = tmp->below) 1788 for (tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->type == SKILL && tmp->stats.exp) 1789 if (tmp->type == SKILL && tmp->stats.exp)
1922 { 1790 {
1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1791 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1924 { 1792 {
1925 del_exp = check_exp_loss (tmp, exp); 1793 del_exp = check_exp_loss (tmp, exp);
1926 tmp->stats.exp -= del_exp; 1794 tmp->stats.exp -= del_exp;
1927 player_lvl_adj (op, tmp); 1795 player_lvl_adj (op, tmp);
1928 } 1796 }
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1802 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1803 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1804 player_lvl_adj (op, tmp);
1937 } 1805 }
1938 } 1806 }
1807
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1808 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1809 {
1941 del_exp = check_exp_loss (op, exp); 1810 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1811 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1812 player_lvl_adj (op, NULL);
1944 } 1813 }
1945} 1814}
1946
1947
1948 1815
1949/* change_exp() - changes experience to a player/monster. This 1816/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1817 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1818 *
1952 * The exp passed is typically not modified much by this function - 1819 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1820 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1821 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1822 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1823 * these last two values are only used for players.
1957 */ 1824 */
1958
1959void 1825void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1826change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1827{
1962
1963#ifdef EXP_DEBUG 1828#ifdef EXP_DEBUG
1964# ifndef WIN32
1965 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1966# else
1967 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1829 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1830#endif
1970 1831
1971 /* safety */ 1832 /* safety */
1972 if (!op) 1833 if (!op)
1973 { 1834 {
1987 * worth. 1848 * worth.
1988 */ 1849 */
1989 if (op->type != PLAYER) 1850 if (op->type != PLAYER)
1990 { 1851 {
1991 /* Sanity check */ 1852 /* Sanity check */
1992 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1853 if (!op->flag [FLAG_ALIVE])
1993 return; 1854 return;
1994 1855
1995 /* reset exp to max allowed value. We subtract from 1856 /* reset exp to max allowed value. We subtract from
1996 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1857 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1997 * more than max exp, just return. 1858 * more than max exp, just return.
2012 else 1873 else
2013 /* note that when you lose exp, it doesn't go against 1874 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1875 * a particular skill, so we don't need to pass that
2015 * along. 1876 * along.
2016 */ 1877 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1878 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1879 }
2020} 1880}
2021 1881
2022/* Applies a death penalty experience, the size of this is defined by the 1882/* Applies a death penalty experience, the size of this is defined by the
2023 * settings death_penalty_percentage and death_penalty_levels, and by the 1883 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1884 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1885 */
2026
2027void 1886void
2028apply_death_exp_penalty (object *op) 1887apply_death_exp_penalty (object *op)
2029{ 1888{
2030 object *tmp;
2031 sint64 loss; 1889 sint64 loss;
2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1890 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1891 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2034 1892
2035 for (tmp = op->inv; tmp; tmp = tmp->below) 1893 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2036 if (tmp->type == SKILL && tmp->stats.exp) 1894 if (tmp->type == SKILL && tmp->stats.exp)
2037 { 1895 {
2038
2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1896 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1897 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2041 1898
2042 /* With the revised exp system, you can get cases where 1899 /* With the revised exp system, you can get cases where
2043 * losing several levels would still require that you have more 1900 * losing several levels would still require that you have more
2044 * exp than you currently have - this is true if the levels 1901 * exp than you currently have - this is true if the levels
2045 * tables is a lot harder. 1902 * tables is a lot harder.
2046 */ 1903 */
2047 if (level_loss < 0) 1904 if (level_loss < 0)
2048 level_loss = 0; 1905 level_loss = 0;
2049 1906
2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1907 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2051 1908
2052 tmp->stats.exp -= loss; 1909 tmp->stats.exp -= loss;
2053 player_lvl_adj (op, tmp); 1910 player_lvl_adj (op, tmp);
2054 } 1911 }
2055 1912
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1913 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2057 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1914 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1915
2058 if (level_loss < 0) 1916 if (level_loss < 0)
2059 level_loss = 0; 1917 level_loss = 0;
1918
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1919 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2061 1920
2062 op->stats.exp -= loss; 1921 op->stats.exp -= loss;
2063 player_lvl_adj (op, NULL); 1922 player_lvl_adj (op, NULL);
2064} 1923}
2065 1924
2076 if (level > MAX_SAVE_LEVEL) 1935 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 1936 level = MAX_SAVE_LEVEL;
2078 1937
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1938 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 1939 return 0;
1940
2081 return 1; 1941 return 1;
2082} 1942}

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