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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 1.86 by root, Tue May 6 16:32:34 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
158 * -b.t. 157 * -b.t.
159 */ 158 */
160 159
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 160#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 161
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 162extern sint64 *levels;
167#endif
168 163
169#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
170 165
171/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 192 "You're feeling clumsy!",
198 "You feel less healthy", 193 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
200 "Your face gets distorted!", 197 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 198};
204const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 200 "You feel your strength return.",
206 "You feel your agility return.", 201 "You feel your agility return.",
207 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
208 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
209 "You feel your charisma return.", 206 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 207};
213const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 209 "You feel stronger.",
215 "You feel more agile.", 210 "You feel more agile.",
216 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
217 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
218 "You seem to look better.", 215 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 216};
222const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 218 "You feel weaker!",
224 "You feel clumsy!", 219 "You feel clumsy!",
225 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
226 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
227 "You look ugly!", 224 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 225};
231 226
232const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 229};
235 230
236const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 233};
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}
273 234
274/* 235/*
275 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 237 * is added to the specified stat.
277 */ 238 */
278
279void 239void
280change_attr_value (living * stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
281{ 241{
282 if (value == 0) 242 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} 243}
338 244
339/* 245/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 247 * 1-30 stat limit.
342 */ 248 */
343
344void 249void
345check_stat_bounds (living * stats) 250check_stat_bounds (living *stats)
346{ 251{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
351 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 256 }
354} 257}
355 258
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 260
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
367/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 271 * the object.
369 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 273 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 279 * that gives them that ability.
377 */ 280 */
378int 281int
379change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
380{ 283{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
382 char message[MAX_BUF]; 286 char message[MAX_BUF];
383 int potion_max = 0; 287 int potion_max = 0;
384 288
385 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
386 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
387 * found by fix_player. refop is not a real object 291 MoveType prev_move_type = op->move_type;
388 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
389 object_pod refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
390 295
391 if (op->type == PLAYER) 296 if (op->type == PLAYER)
392 { 297 {
393 if (tmp->type == POTION) 298 if (tmp->type == POTION)
394 { 299 {
395 potion_max = 1; 300 potion_max = 1;
301
396 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
397 { 303 {
398 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
399 305 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 306
403 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
405 309
406 /* Do some bounds checking. While I don't think any 310 /* 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 311 * that adjust that stat by more than one point, so we need
409 * to allow for that. 312 * to allow for that.
410 */ 313 */
411 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 315 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 317 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 318
416 }
417 if (nstat != ostat) 319 if (nstat != ostat)
418 { 320 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 322 potion_max = 0;
421 } 323 }
422 else if (i) 324 else if (i)
423 { 325 {
424 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 327 potion_max = 1;
426 } 328 }
427 } 329 }
330
428 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 333 * recalculates this anyway.
431 */ 334 */
432 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
337
434 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 339 } /* end of potion handling code */
436 } 340 }
437 341
438 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 343 * everything to set
440 */ 344 */
441 if (flag == -1) 345 if (flag == -1)
442 { 346 {
443 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 352 * and not the other move_ fields.
449 */ 353 */
450 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
451 } 355 }
452 356
453 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
456 */ 360 */
457 fix_player (op); 361 op->update_stats ();
458 362
459 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 364 * print out message if this is a bow.
461 */ 365 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 367 {
464 success = 1; 368 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 370 }
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371
372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
468 { 373 {
469 success = 1; 374 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 376 }
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377
378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
473 { 379 {
474 success = 1; 380 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 382 }
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383
384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
478 { 385 {
479 success = 1; 386 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 388 }
389
482 /* movement type has changed. We don't care about cases where 390 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 394 * from fly high)
487 */ 395 */
488 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
489 { 397 {
490 success = 1; 398 success = 1;
491 399
492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
493 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
494 */ 402 */
495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 { 404 {
497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
498 } 406 }
499 407
500 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 409 {
502 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 411 * in that case, you don't actually land
504 */ 412 */
505 DIFF_MSG (flag, "You soar into the air air!.", 413 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 415 }
416
508 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510 419
511 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op); 421 check_move_on (op, op);
513 } 422 }
514 423
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 425 * originally undead may change their status
517 */ 426 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
520 { 429 {
521 success = 1; 430 success = 1;
522 if (flag > 0) 431 if (flag > 0)
523 { 432 {
524 op->race = "undead"; 433 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 435 }
527 else 436 else
528 { 437 {
529 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 440 }
532 } 441 }
533 442
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
535 { 444 {
536 success = 1; 445 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 447 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 448
449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
540 { 450 {
541 success = 1; 451 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 453 }
454
544 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 456 * vision
546 */ 457 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
548 { 459 {
549 success = 1; 460 success = 1;
550 if (flag > 0) 461 if (flag > 0)
551 { 462 {
552 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else 465 else
555 { 466 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
559 op->contr->do_los = 1; 470 op->contr->do_los = 1;
560 } 471 }
561 } 472 }
562 else 473 else
563 { 474 {
564 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
566 else 477 else
567 { 478 {
568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
569 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
571 op->contr->do_los = 1; 482 op->contr->do_los = 1;
572 } 483 }
573 } 484 }
574 } 485 }
575 486
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
577 { 488 {
578 success = 1; 489 success = 1;
579 if (op->type == PLAYER) 490 if (op->type == PLAYER)
580 op->contr->do_los = 1; 491 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 } 493 }
583 494
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
585 { 496 {
586 success = 1; 497 success = 1;
587 if (flag > 0) 498 if (flag > 0)
588 { 499 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
591 else 502 else
592 { 503 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
594 if (op->type == PLAYER) 505 if (op->type == PLAYER)
595 op->contr->do_los = 1; 506 op->contr->do_los = 1;
596 } 507 }
597 } 508 }
598 else 509 else
599 { 510 {
600 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
602 else 513 else
603 { 514 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
605 if (op->type == PLAYER) 516 if (op->type == PLAYER)
638 success = 1; 549 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 } 551 }
641 552
642 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
644 { 555 {
645 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
647 558
648 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
649 { 560 {
650 success = 1; 561 success = 1;
562
651 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
653 else 565 else
654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
655 567
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 569 }
658 } 570 }
659 571
660 if (tmp->type != EXPERIENCE && !potion_max) 572 if (!potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
663 { 574 if (int i = tmp->stats.stat (j))
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 575 {
666 success = 1; 576 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 578 }
669 } 579
670 }
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680drain_stat (object *op) 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
684 592
685void 593void
686drain_specific_stat (object *op, int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = find_archetype (ARCH_DEPLETION); 599 at = archetype::find (ARCH_DEPLETION);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
697 else 605 else
698 { 606 {
699 tmp = present_arch_in_ob (at, op); 607 tmp = present_arch_in_ob (at, this);
608
700 if (!tmp) 609 if (!tmp)
701 { 610 {
702 tmp = arch_to_object (at); 611 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 612 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 613 SET_FLAG (tmp, FLAG_APPLIED);
705 } 614 }
706 } 615 }
707 616
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 619 update_stats ();
711} 620}
712 621
713/* 622/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 623 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 624 * via an applied bad_luck object.
716 */ 625 */
717
718void 626void
719change_luck (object *op, int value) 627object::change_luck (int value)
720{ 628{
721 object *tmp; 629 archetype *at = archetype::find ("luck");
722 archetype *at;
723 int new_luck;
724
725 at = find_archetype ("luck");
726 if (!at) 630 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 632 else
729 { 633 {
730 tmp = present_arch_in_ob (at, op); 634 object *tmp = present_arch_in_ob (at, this);
635
731 if (!tmp) 636 if (!tmp)
732 { 637 {
733 if (!value) 638 if (!value)
734 return; 639 return;
640
735 tmp = arch_to_object (at); 641 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 642 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 643 SET_FLAG (tmp, FLAG_APPLIED);
738 } 644 }
645
739 if (value) 646 if (value)
740 { 647 {
741 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 649 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 650 * in op itself).
744 */ 651 */
745 new_luck = tmp->stats.luck + value; 652 int new_luck = tmp->stats.luck + value;
653
746 if (new_luck >= -100 && new_luck <= 100) 654 if (new_luck >= -100 && new_luck <= 100)
747 { 655 {
748 op->stats.luck += value; 656 stats.luck += value;
749 tmp->stats.luck = new_luck; 657 tmp->stats.luck = new_luck;
750 } 658 }
751 } 659 }
752 else 660 else
753 { 661 {
754 if (!tmp->stats.luck) 662 if (!tmp->stats.luck)
755 {
756 return; 663 return;
757 } 664
758 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
760 */ 667 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 669 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 671
765 op->stats.luck += diff; 672 stats.luck += diff;
766 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
767 } 674 }
768 } 675 }
769 } 676 }
770} 677}
771 678
772/* 679/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 681 */
775
776void 682void
777remove_statbonus (object *op) 683object::remove_statbonus ()
778{ 684{
779 op->stats.Str -= op->arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 686 {
781 op->stats.Con -= op->arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 688 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 690 }
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} 691}
794 692
795/* 693/*
796 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 695 */
798
799void 696void
800add_statbonus (object *op) 697object::add_statbonus ()
801{ 698{
802 op->stats.Str += op->arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 700 {
804 op->stats.Con += op->arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 702 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 704 }
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} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
817 746
818/* 747/*
819 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
824 */ 753 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
828 */ 756 */
829
830void 757void
831fix_player (object *op) 758object::update_stats ()
832{ 759{
833 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
839 767
840 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 769 if (type == PLAYER)
842 { 770 {
843 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
844 { 772 stat_sum [i] = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 773
846 }
847 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 775 contr->encumbrance = 0;
849 776
850 op->attacktype = 0; 777 attacktype = 0;
778
851 op->contr->digestion = 0; 779 contr->digestion = 0;
852 op->contr->gen_hp = 0; 780 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 781 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 782 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 784 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 } 785 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 786
787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
789
869 op->slaying = 0; 790 slaying = 0;
870 791
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 793 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 794 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 795 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 796 }
876 797
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 800 CLEAR_FLAG (this, 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);
888 801
889 op->path_attuned = op->arch->clone.path_attuned; 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 806
807 path_attuned = arch->path_attuned;
808 path_repelled = arch->path_repelled;
809 path_denied = arch->path_denied;
810 glow_radius = arch->glow_radius;
811 move_type = arch->move_type;
812
894 op->chosen_skill = NULL; 813 chosen_skill = 0;
895 814
896 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
897 * archetype clone 816 * archetype clone
898 */ 817 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
900 819
901 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
902 { 821 {
903 if (op->resist[i] > 0) 822 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
905 else 824 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
907 potion_resist[i] = 0; 827 potion_resist[i] = 0;
908 } 828 }
909 829
910 wc = op->arch->clone.stats.wc; 830 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
912 832
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
916 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
917 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 838 * that their protection from physical goes down
919 */ 839 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 841 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 844 }
925 else 845 else
926 ac = op->arch->clone.stats.ac; 846 ac = arch->stats.ac;
927 847
928 op->stats.luck = op->arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 849 speed = arch->speed;
930 850
931 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
932 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
933 */ 853 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
936 { 855 {
856 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil
858 * then calls this function.
859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue;
862
937 /* See note in map.c:update_position about making this additive 863 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here. 864 * since light sources are never applied, need to put check here.
939 */ 865 */
940 if (tmp->glow_radius > op->glow_radius) 866 glow_radius = max (glow_radius, tmp->glow_radius);
941 op->glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil
945 * then calls this function.
946 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue;
950 }
951 867
952 /* For some things, we don't care what is equipped */ 868 /* For some things, we don't care what is equipped */
953 if (tmp->type == SKILL) 869 if (tmp->type == SKILL)
954 { 870 {
955 /* Want to take the highest skill here. */ 871 /* Want to take the highest skill here. */
958 if (!mana_obj) 874 if (!mana_obj)
959 mana_obj = tmp; 875 mana_obj = tmp;
960 else if (tmp->level > mana_obj->level) 876 else if (tmp->level > mana_obj->level)
961 mana_obj = tmp; 877 mana_obj = tmp;
962 } 878 }
879
963 if (IS_GRACE_SKILL (tmp->subtype)) 880 if (IS_GRACE_SKILL (tmp->subtype))
964 { 881 {
965 if (!grace_obj) 882 if (!grace_obj)
966 grace_obj = tmp; 883 grace_obj = tmp;
967 else if (tmp->level > grace_obj->level) 884 else if (tmp->level > grace_obj->level)
968 grace_obj = tmp; 885 grace_obj = tmp;
969 } 886 }
970 } 887 }
971 888
972 /* Container objects are not meant to adjust a players, but other applied 889 /* Container objects are not meant to adjust players, but other applied
973 * objects need to make adjustments. 890 * objects need to make adjustments.
974 * This block should handle all player specific changes 891 * This block should handle all player specific changes
975 * The check for Praying is a bit of a hack - god given bonuses are put 892 * The check for Praying is a bit of a hack - god given bonuses are put
976 * in the praying skill, and the player should always get those. 893 * 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, 894 * 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 895 * because the skill shouldn't count against body positions being used
979 * up, etc. 896 * up, etc.
980 */ 897 */
981 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 898 if ((tmp->flag [FLAG_APPLIED]
899 && tmp->type != CONTAINER
900 && tmp->type != CLOSE_CON)
901 || (tmp->type == SKILL
982 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 902 && tmp->subtype == SK_PRAYING))
983 { 903 {
984 if (op->type == PLAYER) 904 if (type == PLAYER)
985 { 905 {
986 if (tmp->type == BOW) 906 contr->item_power += tmp->item_power;
987 op->contr->ranges[range_bow] = tmp;
988 907
989 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 908 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
990 op->contr->ranges[range_misc] = tmp; 909 if (tmp != current_weapon
910 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
911 && !tmp->flag [FLAG_CURSED]
912 && !tmp->flag [FLAG_DAMNED])
913 continue;
991 914
992 for (i = 0; i < NUM_STATS; i++) 915 for (int i = 0; i < NUM_STATS; i++)
993 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 916 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
994 917
995 /* these are the items that currently can change digestion, regeneration, 918 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 { 919 {
1006 op->contr->digestion += tmp->stats.food; 920 contr->digestion += tmp->stats.food;
1007 op->contr->gen_hp += tmp->stats.hp; 921 contr->gen_hp += tmp->stats.hp;
1008 op->contr->gen_sp += tmp->stats.sp; 922 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 923 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 924 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power;
1012 } 925 }
1013 } /* if this is a player */ 926 } /* if this is a player */
927 else
928 {
929 if (tmp->type == WEAPON)
930 current_weapon = tmp;
931 }
1014 932
1015 /* Update slots used for items */ 933 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 934 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 935 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 936 slot[i].used += tmp->slot[i].info;
1020 }
1021 937
1022 if (tmp->type == SYMPTOM) 938 if (tmp->type == SYMPTOM)
1023 {
1024 speed_reduce_from_disease = tmp->last_sp / 100.0;
1025 if (speed_reduce_from_disease == 0)
1026 speed_reduce_from_disease = 1; 939 speed_reduce_from_disease =
1027 } 940 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1028 941
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 942 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 943 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 944 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 945 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 946 */
1034 if (tmp->type != POTION) 947 if (tmp->type != POTION)
1035 { 948 {
1036 for (i = 0; i < NROFATTACKS; i++) 949 for (int i = 0; i < NROFATTACKS; i++)
1037 { 950 {
1038 /* Potential for cursed potions, in which case we just can use 951 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 952 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 953 */
1041 if (tmp->type == POTION_EFFECT) 954 if (tmp->type == POTION_EFFECT)
1042 { 955 {
1043 if (potion_resist[i]) 956 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 957 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1045 else 958 else
1046 potion_resist[i] = tmp->resist[i]; 959 potion_resist[i] = tmp->resist[i];
1047 } 960 }
1048 else if (tmp->resist[i] > 0) 961 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 962 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 963 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 964 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 965 }
1053 } 966 }
1054 967
1055 /* There may be other things that should not adjust the attacktype */ 968 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 969 if (tmp->type != SYMPTOM)
970 {
1057 op->attacktype |= tmp->attacktype; 971 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 972 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 973 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 974 path_denied |= tmp->path_denied;
975 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 976 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 977 }
1064 978
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 979 flag |= tmp->flag & copy_flags;
1066 SET_FLAG (op, FLAG_LIFESAVE);
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 980
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 981 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 982 SET_FLAG (this, FLAG_UNDEAD);
1082 983
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 984 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 985 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 986 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 987 invisible = 1;
1087 } 988 }
1088 989
1089 if (tmp->stats.exp && tmp->type != SKILL) 990 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 991 {
1091 if (tmp->stats.exp > 0) 992 if (tmp->stats.exp > 0)
1092 { 993 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 994 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 995 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 996 }
1096 else 997 else
1097 added_speed += (float) tmp->stats.exp; 998 added_speed += tmp->stats.exp;
1098 } 999 }
1099 1000
1100 switch (tmp->type) 1001 switch (tmp->type)
1101 { 1002 {
1003#if 0
1004 case WAND:
1005 case ROD:
1006 case HORN:
1007 if (type != PLAYER || current_weapon == tmp)
1008 chosen_skill = tmp;
1009 break;
1010#endif
1011
1102 /* skills modifying the character -b.t. */ 1012 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 1013 /* for all skills and skill granting objects */
1104 case SKILL: 1014 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1015 {
1016 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1106 break; 1017 break;
1107 1018
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 1019 if (chosen_skill)
1020 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1021 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1022 &name, &chosen_skill->name, &tmp->name);
1113 1023
1024 tmp->flag [FLAG_APPLIED] = false;
1025 update_stats ();
1026 return;
1027 }
1028 else
1114 op->chosen_skill = tmp; 1029 chosen_skill = tmp;
1115 1030
1116 if (tmp->stats.dam > 0) 1031 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1032 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1033 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1034 weapon_speed = WEAPON_SPEED (tmp);
1035
1120 if (weapon_speed < 0) 1036 if (weapon_speed < 0)
1121 weapon_speed = 0; 1037 weapon_speed = 0;
1038
1122 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1040 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1041
1124 if (tmp->magic) 1042 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1043 stats.dam += tmp->magic;
1126 } 1044 }
1127 1045
1128 if (tmp->stats.wc) 1046 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1047 wc -= tmp->stats.wc + tmp->magic;
1130 1048
1131 if (tmp->slaying != NULL) 1049 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1050 slaying = tmp->slaying;
1133 1051
1134 if (tmp->stats.ac) 1052 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1053 ac -= tmp->stats.ac + tmp->magic;
1054
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1055 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1056 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1057 }
1138 1058
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1059 break;
1142 1060
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: 1061 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1062 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1063 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1064 case RING:
1157 case AMULET: 1065 case AMULET:
1158 case GIRDLE: 1066 case GIRDLE:
1159 case HELMET: 1067 case HELMET:
1160 case BOOTS: 1068 case BOOTS:
1161 case GLOVES: 1069 case GLOVES:
1162 case CLOAK: 1070 case CLOAK:
1163 if (tmp->stats.wc) 1071 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1072 wc -= tmp->stats.wc + tmp->magic;
1073
1165 if (tmp->stats.dam) 1074 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1075 stats.dam += tmp->stats.dam + tmp->magic;
1076
1167 if (tmp->stats.ac) 1077 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1078 ac -= tmp->stats.ac + tmp->magic;
1079
1169 break; 1080 break;
1170 1081
1082 case BOW:
1171 case WEAPON: 1083 case WEAPON:
1084 if (type != PLAYER || current_weapon == tmp)
1085 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1087
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1090
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1091 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1092 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1093 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1094
1178 if (weapon_speed < 0) 1095 if (weapon_speed < 0)
1179 weapon_speed = 0; 1096 weapon_speed = 0;
1097
1180 op->slaying = tmp->slaying; 1098 slaying = tmp->slaying;
1099
1181 /* If there is desire that two handed weapons should do 1100 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1101 * extra strength damage, this is where the code should
1183 * go. 1102 * go.
1184 */ 1103 */
1185 op->current_weapon = tmp; 1104
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1105 if (type == PLAYER)
1106 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1107 contr->encumbrance += tmp->weight * 3 / 1000;
1108 }
1188 1109
1189 break; 1110 break;
1190 1111
1191 case ARMOUR: /* Only the best of these three are used: */ 1112 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1113 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1114 contr->encumbrance += tmp->weight / 1000;
1194 1115
1195 case BRACERS: 1116 case BRACERS:
1196 case FORCE: 1117 case FORCE:
1197 if (tmp->stats.wc) 1118 if (tmp->stats.wc)
1198 { 1119 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1123 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1124 }
1204 else 1125 else
1205 wc += tmp->stats.wc + tmp->magic; 1126 wc += tmp->stats.wc + tmp->magic;
1206 } 1127 }
1128
1207 if (tmp->stats.ac) 1129 if (tmp->stats.ac)
1208 { 1130 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1131 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1132 {
1211 ac += best_ac; /* Remove last bonus */ 1133 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1134 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1135 }
1214 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1216 } 1138 }
1139
1217 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= (tmp->stats.wc + tmp->magic);
1142
1219 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= (tmp->stats.ac + tmp->magic);
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1145
1146 if (ARMOUR_SPEED (tmp))
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1148
1223 break; 1149 break;
1224 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1225 } /* item is equipped */ 1151 } /* item is equipped */
1226 } /* for loop of items */ 1152 } /* for loop of items */
1227 1153
1233 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1234 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1163 */
1238 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1239 { 1165 {
1240 op->resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1167
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1170 }
1171
1172 if (type == PLAYER)
1243 } 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1244 1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1245 /* Figure out the players sp/mana/hp totals. */ 1180 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER)
1247 {
1248 int pl_level; 1181 int pl_level;
1249 1182
1250 check_stat_bounds (&(op->stats)); 1183 check_stat_bounds (&(stats));
1251 pl_level = op->level; 1184 pl_level = level;
1252 1185
1253 if (pl_level < 1) 1186 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1255 1188
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* 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. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1191 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1260 { 1194 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1196
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1263 {
1264 if (con_bonus[op->stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1265 j++; 1199 j++;
1266 else 1200 else
1267 j--; 1201 j--;
1268 } 1202
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1204 }
1271 1205
1272 for (i = 11; i <= op->level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1273 op->stats.maxhp += 2;
1274 1207
1275 if (op->stats.hp > op->stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1209 stats.hp = stats.maxhp;
1277 1210
1278 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1212 * relevant experience object (mana_obj, see above)
1280 */ 1213 */
1281 /* following happen when skills system is not used */ 1214 /* following happen when skills system is not used */
1282 if (!mana_obj) 1215 if (!mana_obj)
1283 mana_obj = op; 1216 mana_obj = this;
1217
1284 if (!grace_obj) 1218 if (!grace_obj)
1285 grace_obj = op; 1219 grace_obj = this;
1220
1286 /* set maxsp */ 1221 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1222 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1223 mana_obj = this;
1289 1224
1290 if (mana_obj == op && op->type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1226 stats.maxsp = 1;
1293 }
1294 else 1227 else
1295 { 1228 {
1296 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1230
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1298 { 1232 {
1299 float stmp; 1233 float stmp;
1300 1234
1301 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1302 if (i < 2) 1236 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); 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1238 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; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1240
1310 if (stmp < 1.0)
1311 stmp = 1.0;
1312 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1313 } 1242 }
1314 op->stats.maxsp = (int) sp_tmp;
1315 1243
1316 for (i = 11; i <= mana_obj->level; i++) 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1317 op->stats.maxsp += 2;
1318 } 1245 }
1246
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1321 op->stats.sp = op->stats.maxsp * 2;
1322 1249
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1252 grace_obj = this;
1326 1253
1327 if (grace_obj == op && op->type == PLAYER) 1254 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1255 stats.maxgrace = 1;
1330 }
1331 else 1256 else
1332 { 1257 {
1333 /* store grace in a float - this way, the divisions below don't create 1258 /* 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 1259 * 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 1260 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1262 */
1338 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1340 { 1266 {
1341 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1342 1268
1343 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1344 if (i < 2) 1270 if (i < 2)
1345 { 1271 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 1272 else
1350 { 1273 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] 1274
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; 1275 sp_tmp += max (1.f, grace_tmp);
1357 } 1276 }
1358 op->stats.maxgrace = (int) sp_tmp;
1359 1277
1360 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1361 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1362 op->stats.maxgrace += 2;
1363 } 1280 }
1281
1364 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1365 1283
1366 if (op->contr->braced) 1284 if (contr->braced)
1367 { 1285 {
1368 ac += 2; 1286 ac += 2;
1369 wc += 4; 1287 wc += 4;
1370 } 1288 }
1371 else 1289 else
1372 ac -= dex_bonus[op->stats.Dex]; 1290 ac -= dex_bonus[stats.Dex];
1373 1291
1374 /* In new exp/skills system, wc bonuses are related to 1292 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1293 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1294 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1295 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1384 */ 1302 */
1303 object *wc_obj = chosen_skill;
1385 1304
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1306 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1389 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1390 { 1310 {
1391 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1312 if (!(i % 6))
1393 wc--; 1313 wc--;
1314
1394 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1318 }
1398 } 1319 }
1399 else 1320 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1401 1322
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1403 1324
1404 if (op->stats.dam < 1) 1325 if (stats.dam < 1)
1405 op->stats.dam = 1; 1326 stats.dam = 1;
1406 1327
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1329
1408 if (settings.search_items && op->contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1331 speed -= 1;
1332
1410 if (op->attacktype == 0) 1333 if (attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1412
1413 } /* End if player */ 1335 } /* End if player */
1414 1336
1415 if (added_speed >= 0) 1337 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1338 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1340 speed /= 1.f - added_speed;
1419 1341
1420 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1421 if (op->speed > max) 1343 speed = min (speed, max_speed);
1422 op->speed = max;
1423 1344
1424 if (op->type == PLAYER) 1345 if (type == PLAYER)
1425 { 1346 {
1426 /* f is a number the represents the number of kg above (positive num) 1347 /* 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 1348 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1430 */ 1351 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1353 if (f > 0.f)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1355 }
1435 1356
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1437 1359
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* 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. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1440 */ 1362 */
1441 op->speed = op->speed * speed_reduce_from_disease;
1442
1443 if (op->speed < 0.01 && op->type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1444 op->speed = 0.01; 1364 speed = 0.04f;
1445 1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1368
1446 if (op->type == PLAYER) 1369 if (type == PLAYER)
1447 { 1370 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1373 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1454 */ 1375 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1377 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1378 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1379 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1380 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1381 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; 1382
1383 K *= (4 + level) * 1.2f / (6 + level);
1384
1462 if (K <= 0) 1385 if (K <= 0.01f)
1463 K = 0.01; 1386 K = 0.01f;
1464 S = op->speed / (K * s); 1387
1465 op->contr->weapon_sp = S; 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1389 }
1390
1467 /* I want to limit the power of small monsters with big weapons: */ 1391 /* 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) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1470 1394
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1396 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 1397
1487 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1399 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1402 * one or the other.
1492 */ 1403 */
1493 if (op->move_type == 0) 1404 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1497
1498 update_ob_speed (op);
1499 1408
1500 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1410 * so we will check that now.
1502 */ 1411 */
1503 if (op->type == PLAYER) 1412 if (type == PLAYER)
1413 {
1414 esrv_update_stats (contr);
1504 esrv_update_spells (op->contr); 1415 esrv_update_spells (contr);
1416 }
1417
1418 // update the mapspace, if we are on a map
1419 if (!flag [FLAG_REMOVED] && map)
1420 map->at (x, y).flags_ = 0;
1505} 1421}
1506 1422
1507/* 1423/*
1508 * Returns true if the given player is a legal class. 1424 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1425 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1426 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1427 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1428 * false otherwise.
1513 */ 1429 */
1514
1515int 1430int
1516allowed_class (const object *op) 1431allowed_class (const object *op)
1517{ 1432{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1433 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1434 && op->stats.Str > 0
1435 && op->stats.Con > 0
1436 && op->stats.Int > 0
1437 && op->stats.Wis > 0
1438 && op->stats.Pow > 0
1439 && op->stats.Cha > 0;
1520} 1440}
1521 1441
1522/* 1442/*
1523 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1553 /* now if there are equals at highest level, pick the one with focus, 1473 /* now if there are equals at highest level, pick the one with focus,
1554 or else at random */ 1474 or else at random */
1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1475 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1556 atnr = abil->stats.exp; 1476 atnr = abil->stats.exp;
1557 1477
1558 level = (int) (level / 5.); 1478 level = (int) (level / 25.);
1559 1479
1560 /* now set the new title */ 1480 /* now set the new title */
1561 if (pl->contr != NULL) 1481 if (pl->contr)
1562 { 1482 {
1563 if (level == 0) 1483 if (level == 0)
1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1484 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1565 else if (level == 1) 1485 else if (level == 1)
1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1486 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1595 object *skin = NULL; /* pointer to dragon skin force */ 1515 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1516 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1517 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1518
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1519 /* now grab the 'dragon_ability'-forces from the player's inventory */
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1520 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1521 if (tmp->type == FORCE)
1603 { 1522 if (tmp->arch->archname == shstr_dragon_ability_force)
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1605 abil = tmp; 1523 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1524 else if (tmp->arch->archname == shstr_dragon_skin_force)
1607 skin = tmp; 1525 skin = tmp;
1608 } 1526
1609 }
1610 /* if the force is missing -> bail out */ 1527 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1528 if (abil == NULL)
1612 return; 1529 return;
1613 1530
1614 /* The ability_force keeps track of maximum level ever achieved. 1531 /* The ability_force keeps track of maximum level ever achieved.
1658 if (!skill_obj) 1575 if (!skill_obj)
1659 { 1576 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1577 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1661 return NULL; 1578 return NULL;
1662 } 1579 }
1580
1663 /* clear the flag - exp goes into this bucket, but player 1581 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1582 * still doesn't know it.
1665 */ 1583 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1584 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1585 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1586 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1587 insert_ob_in_ob (skill_obj, op);
1670 if (op->contr) 1588
1589 if (player *pl = op->contr)
1671 { 1590 {
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1591 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1592 if (pl->ns)
1593 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1674 } 1594 }
1595
1675 return skill_obj; 1596 return skill_obj;
1676} 1597}
1677
1678 1598
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1599/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1600 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1601 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1602 * don't really gain levels
1685 */ 1605 */
1686void 1606void
1687player_lvl_adj (object *who, object *op) 1607player_lvl_adj (object *who, object *op)
1688{ 1608{
1689 char buf[MAX_BUF]; 1609 char buf[MAX_BUF];
1610 bool changed = false;
1690 1611
1691 if (!op) /* when rolling stats */ 1612 if (!op) /* when rolling stats */
1692 op = who; 1613 op = who;
1693 1614
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1615 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1616 {
1617 changed = true;
1618
1696 op->level++; 1619 op->level++;
1697 1620
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1621 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1699 dragon_level_gain (who); 1622 dragon_level_gain (who);
1700 1623
1701 /* Only roll these if it is the player (who) that gained the level */ 1624 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1625 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1626 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1627 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); 1628 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; 1629 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1630 }
1708 1631
1709 fix_player (who);
1710 if (op->level > 1) 1632 if (op->level > 1)
1711 { 1633 {
1712 if (op->type != PLAYER) 1634 if (op->type != PLAYER)
1635 {
1636 who->contr->play_sound (sound_find ("skill_up"));
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1638 }
1714 else 1639 else
1640 {
1641 who->contr->play_sound (sound_find ("level_up"));
1715 sprintf (buf, "You are now level %d.", op->level); 1642 sprintf (buf, "You are now level %d.", op->level);
1643 }
1644
1716 if (who) 1645 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1646 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1647 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1648 }
1649
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1650 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1651 {
1652 changed = true;
1653
1723 op->level--; 1654 op->level--;
1724 fix_player (who); 1655
1725 if (op->type != PLAYER) 1656 if (op->type != PLAYER)
1726 { 1657 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1658 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); 1659 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1660 }
1730 player_lvl_adj (who, op); /* To decrease more levels */ 1661 }
1662
1663 if (changed)
1731 } 1664 {
1665 who->update_stats ();
1666 esrv_update_stats (who->contr);
1732 /* check if the spell data has changed */ 1667 /* check if the spell data has changed */
1733 esrv_update_spells (who->contr); 1668 esrv_update_spells (who->contr);
1669 }
1734} 1670}
1735 1671
1736/* 1672/*
1737 * Returns how much experience is needed for a player to become 1673 * Returns how much experience is needed for a player to become
1738 * the given level. level should really never exceed max_level 1674 * the given level. level should really never exceed max_level
1741sint64 1677sint64
1742level_exp (int level, double expmul) 1678level_exp (int level, double expmul)
1743{ 1679{
1744 if (level > settings.max_level) 1680 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1681 return (sint64) (expmul * levels[settings.max_level]);
1682
1746 return (sint64) (expmul * levels[level]); 1683 return (sint64) (expmul * levels[level]);
1747} 1684}
1748 1685
1749/* 1686/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1687 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1708 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1709 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1710 op->perm_exp = MAX_EXPERIENCE;
1774} 1711}
1775 1712
1776
1777/* Add experience to a player - exp should only be positive. 1713/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1714 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1715 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1716 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1717 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1718 * flag is what to do if the player doesn't have the skill:
1783 */ 1719 */
1784
1785static void 1720static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1721add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1722{
1788 object *skill_obj = NULL; 1723 object *skill_obj = NULL;
1789 sint64 limit, exp_to_add; 1724 sint64 limit, exp_to_add;
1790 int i; 1725 int i;
1791 1726
1792 /* prevents some forms of abuse. */ 1727 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1728 if (op->contr->braced)
1794 exp = exp / 5; 1729 exp /= 5;
1795 1730
1796 /* Try to find the matching skill. 1731 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1732 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1733 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1734 * the players inventory.
1800 */ 1735 */
1801 if (skill_name) 1736 if (skill_name)
1802 { 1737 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1738 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1869 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1870 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1871 player_lvl_adj (op, tmp);
1937 } 1872 }
1938 } 1873 }
1874
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1875 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1876 {
1941 del_exp = check_exp_loss (op, exp); 1877 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1878 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1879 player_lvl_adj (op, NULL);
1944 } 1880 }
1945} 1881}
1946
1947
1948 1882
1949/* change_exp() - changes experience to a player/monster. This 1883/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1884 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1885 *
1952 * The exp passed is typically not modified much by this function - 1886 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1887 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1888 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1889 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1890 * these last two values are only used for players.
1957 */ 1891 */
1958
1959void 1892void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1893change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1894{
1962
1963#ifdef EXP_DEBUG 1895#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); 1896 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1897#endif
1970 1898
1971 /* safety */ 1899 /* safety */
1972 if (!op) 1900 if (!op)
1973 { 1901 {
2012 else 1940 else
2013 /* note that when you lose exp, it doesn't go against 1941 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1942 * a particular skill, so we don't need to pass that
2015 * along. 1943 * along.
2016 */ 1944 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1945 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1946 }
2020} 1947}
2021 1948
2022/* Applies a death penalty experience, the size of this is defined by the 1949/* 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 1950 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1951 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1952 */
2026
2027void 1953void
2028apply_death_exp_penalty (object *op) 1954apply_death_exp_penalty (object *op)
2029{ 1955{
2030 object *tmp; 1956 object *tmp;
2031 sint64 loss; 1957 sint64 loss;
2053 player_lvl_adj (op, tmp); 1979 player_lvl_adj (op, tmp);
2054 } 1980 }
2055 1981
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1982 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)]; 1983 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1984
2058 if (level_loss < 0) 1985 if (level_loss < 0)
2059 level_loss = 0; 1986 level_loss = 0;
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1987 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2061 1988
2062 op->stats.exp -= loss; 1989 op->stats.exp -= loss;
2076 if (level > MAX_SAVE_LEVEL) 2003 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 2004 level = MAX_SAVE_LEVEL;
2078 2005
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 2006 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 2007 return 0;
2008
2081 return 1; 2009 return 1;
2082} 2010}

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