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Comparing deliantra/server/common/living.C (file contents):
Revision 1.12 by root, Thu Sep 14 22:33:59 2006 UTC vs.
Revision 1.104 by root, Mon Nov 23 14:09:05 2009 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 it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1)
162 162
163#ifndef WIN32
164extern uint64 *levels;
165#else
166extern sint64 *levels; 163extern sint64 *levels;
167#endif
168 164
169#define MAX_SAVE_LEVEL 110 165#define MAX_SAVE_LEVEL 110
170 166
171/* This no longer needs to be changed anytime the number of 167/* This no longer needs to be changed anytime the number of
172 * levels is increased - rather, did_make_save will do the 168 * levels is increased - rather, did_make_save will do the
195static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
196 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
197 "You're feeling clumsy!", 193 "You're feeling clumsy!",
198 "You feel less healthy", 194 "You feel less healthy",
199 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
200 "Your face gets distorted!", 198 "Your face gets distorted!",
201 "Watch out, your mind is going!",
202 "Your spirit feels drained!"
203}; 199};
204const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
205 "You feel your strength return.", 201 "You feel your strength return.",
206 "You feel your agility return.", 202 "You feel your agility return.",
207 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
208 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
209 "You feel your charisma return.", 207 "You feel your charisma return.",
210 "You feel your memory return.",
211 "You feel your spirits return."
212}; 208};
213const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
214 "You feel stronger.", 210 "You feel stronger.",
215 "You feel more agile.", 211 "You feel more agile.",
216 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
217 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
218 "You seem to look better.", 216 "You seem to look better.",
219 "You feel smarter.",
220 "You feel more potent."
221}; 217};
222const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
223 "You feel weaker!", 219 "You feel weaker!",
224 "You feel clumsy!", 220 "You feel clumsy!",
225 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
226 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
227 "You look ugly!", 225 "You look ugly!",
228 "You feel stupid!",
229 "You feel less potent!"
230}; 226};
231 227
232const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
233 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
234}; 230};
235 231
236const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
237 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
238}; 234};
239
240/*
241 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
242 * what attr is (STR to POW).
243 */
244
245void
246set_attr_value (living * stats, int attr, sint8 value)
247{
248 switch (attr)
249 {
250 case STR:
251 stats->Str = value;
252 break;
253 case DEX:
254 stats->Dex = value;
255 break;
256 case CON:
257 stats->Con = value;
258 break;
259 case WIS:
260 stats->Wis = value;
261 break;
262 case POW:
263 stats->Pow = value;
264 break;
265 case CHA:
266 stats->Cha = value;
267 break;
268 case INT:
269 stats->Int = value;
270 break;
271 }
272}
273 235
274/* 236/*
275 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
276 * is added to the specified stat. 238 * is added to the specified stat.
277 */ 239 */
278
279void 240void
280change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
281{ 242{
282 if (value == 0) 243 stats->stat (attr) += value;
283 return;
284 switch (attr)
285 {
286 case STR:
287 stats->Str += value;
288 break;
289 case DEX:
290 stats->Dex += value;
291 break;
292 case CON:
293 stats->Con += value;
294 break;
295 case WIS:
296 stats->Wis += value;
297 break;
298 case POW:
299 stats->Pow += value;
300 break;
301 case CHA:
302 stats->Cha += value;
303 break;
304 case INT:
305 stats->Int += value;
306 break;
307 default:
308 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
309 }
310}
311
312/*
313 * returns the specified stat. See also set_attr_value().
314 */
315
316sint8
317get_attr_value (const living * stats, int attr)
318{
319 switch (attr)
320 {
321 case STR:
322 return (stats->Str);
323 case DEX:
324 return (stats->Dex);
325 case CON:
326 return (stats->Con);
327 case WIS:
328 return (stats->Wis);
329 case CHA:
330 return (stats->Cha);
331 case INT:
332 return (stats->Int);
333 case POW:
334 return (stats->Pow);
335 }
336 return 0;
337} 244}
338 245
339/* 246/*
340 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
341 * 1-30 stat limit. 248 * 1-30 stat limit.
342 */ 249 */
343
344void 250void
345check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
346{ 252{
347 int i, v;
348
349 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
350 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
351 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
352 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
353 set_attr_value (stats, i, MIN_STAT); 257 }
354} 258}
355 259
356#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
357 261
358/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
367/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
368 * the object. 272 * the object.
369 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
370 * can be applied or not. 274 * can be applied or not.
371 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
372 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
373 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
374 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
375 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
376 * that gives them that ability. 280 * that gives them that ability.
377 */ 281 */
378int 282int
379change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
380{ 284{
381 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
382 char message[MAX_BUF]; 287 char message[MAX_BUF];
383 int potion_max = 0; 288 int potion_max = 0;
384 289
385 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
386 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
387 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
388 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
389 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
390 296
391 if (op->type == PLAYER) 297 if (op->type == PLAYER)
392 { 298 {
393 if (tmp->type == POTION) 299 if (tmp->type == POTION)
394 { 300 {
395 potion_max = 1; 301 potion_max = 1;
302
396 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
397 { 304 {
398 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
399 306 int i = tmp->stats.stat (j);
400 ostat = get_attr_value (&(op->contr->orig_stats), j);
401 i = get_attr_value (&(tmp->stats), j);
402 307
403 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
404 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
405 310
406 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
407 * potions do so right now, there is the potential for potions
408 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
409 * to allow for that. 313 * to allow for that.
410 */ 314 */
411 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
412 nstat = 1; 316 nstat = 1;
413 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
414 { 318 nstat = 20 + op->arch->stats.stat (j);
415 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
416 }
417 if (nstat != ostat) 320 if (nstat != ostat)
418 { 321 {
419 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
420 potion_max = 0; 323 potion_max = 0;
421 } 324 }
422 else if (i) 325 else if (i)
423 { 326 {
424 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
425 potion_max = 1; 328 potion_max = 1;
426 } 329 }
427 } 330 }
331
428 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
429 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
430 * recalculates this anyway. 334 * recalculates this anyway.
431 */ 335 */
432 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
433 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
434 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
435 } /* end of potion handling code */ 340 } /* end of potion handling code */
436 } 341 }
437 342
438 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
439 * everything to set 344 * everything to set
440 */ 345 */
441 if (flag == -1) 346 if (flag == -1)
442 { 347 {
443 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
444 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
445 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
446 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
447 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
448 * and not the other move_ fields. 353 * and not the other move_ fields.
449 */ 354 */
450 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
451 } 356 }
452 357
453 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
454 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
455 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
456 */ 361 */
457 fix_player (op); 362 op->update_stats ();
458 363
459 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
460 * print out message if this is a bow. 365 * print out message if this is a bow.
461 */ 366 */
462 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
463 { 368 {
464 success = 1; 369 success = 1;
465 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
466 } 371 }
467 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
468 { 374 {
469 success = 1; 375 success = 1;
470 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
471 } 377 }
472 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
473 { 380 {
474 success = 1; 381 success = 1;
475 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
476 } 383 }
477 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
478 { 386 {
479 success = 1; 387 success = 1;
480 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
481 } 389 }
390
482 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
483 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
484 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
485 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
486 * from fly high) 395 * from fly high)
487 */ 396 */
488 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
489 { 398 {
490 success = 1; 399 success = 1;
491 400
492 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
493 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
494 */ 403 */
495 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
496 { 405 {
497 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
498 } 407 }
499 408
500 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
501 { 410 {
502 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
503 * in that case, you don't actually land 412 * in that case, you don't actually land
504 */ 413 */
505 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
506 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
507 } 416 }
417
508 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
509 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
510 420
511 /* Changing move status may mean you are affected by things you weren't before */ 421 /* Changing move status may mean you are affected by things you weren't before */
512 check_move_on (op, op); 422 check_move_on (op, op);
513 } 423 }
514 424
515 /* becoming UNDEAD... a special treatment for this flag. Only those not 425 /* becoming UNDEAD... a special treatment for this flag. Only those not
516 * originally undead may change their status 426 * originally undead may change their status
517 */ 427 */
518 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 428 if (!op->arch->flag [FLAG_UNDEAD])
519 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 429 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
520 { 430 {
521 success = 1; 431 success = 1;
522 if (flag > 0) 432 if (flag > 0)
523 { 433 {
524 op->race = "undead"; 434 op->race = "undead";
525 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
526 } 436 }
527 else 437 else
528 { 438 {
529 op->race = op->arch->clone.race; 439 op->race = op->arch->race;
530 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 440 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
531 } 441 }
532 } 442 }
533 443
534 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 444 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
535 { 445 {
536 success = 1; 446 success = 1;
537 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 447 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
538 } 448 }
539 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449
450 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
540 { 451 {
541 success = 1; 452 success = 1;
542 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 453 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
543 } 454 }
455
544 /* blinded you can tell if more blinded since blinded player has minimal 456 /* blinded you can tell if more blinded since blinded player has minimal
545 * vision 457 * vision
546 */ 458 */
547 if (QUERY_FLAG (tmp, FLAG_BLIND)) 459 if (tmp->flag [FLAG_BLIND])
548 { 460 {
549 success = 1; 461 success = 1;
550 if (flag > 0) 462 if (flag > 0)
551 { 463 {
552 if (QUERY_FLAG (op, FLAG_WIZ)) 464 if (op->flag [FLAG_WIZ])
553 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
554 else 466 else
555 { 467 {
556 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 468 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
557 SET_FLAG (op, FLAG_BLIND); 469 SET_FLAG (op, FLAG_BLIND);
559 op->contr->do_los = 1; 471 op->contr->do_los = 1;
560 } 472 }
561 } 473 }
562 else 474 else
563 { 475 {
564 if (QUERY_FLAG (op, FLAG_WIZ)) 476 if (op->flag [FLAG_WIZ])
565 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
566 else 478 else
567 { 479 {
568 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 480 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
569 CLEAR_FLAG (op, FLAG_BLIND); 481 CLEAR_FLAG (op, FLAG_BLIND);
571 op->contr->do_los = 1; 483 op->contr->do_los = 1;
572 } 484 }
573 } 485 }
574 } 486 }
575 487
576 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 488 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
577 { 489 {
578 success = 1; 490 success = 1;
579 if (op->type == PLAYER) 491 if (op->type == PLAYER)
580 op->contr->do_los = 1; 492 op->contr->do_los = 1;
581 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 493 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
582 } 494 }
583 495
584 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 496 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
585 { 497 {
586 success = 1; 498 success = 1;
587 if (flag > 0) 499 if (flag > 0)
588 { 500 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 501 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
591 else 503 else
592 { 504 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 505 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
594 if (op->type == PLAYER) 506 if (op->type == PLAYER)
595 op->contr->do_los = 1; 507 op->contr->do_los = 1;
596 } 508 }
597 } 509 }
598 else 510 else
599 { 511 {
600 if (QUERY_FLAG (op, FLAG_WIZ)) 512 if (op->flag [FLAG_WIZ])
601 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
602 else 514 else
603 { 515 {
604 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 516 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
605 if (op->type == PLAYER) 517 if (op->type == PLAYER)
638 success = 1; 550 success = 1;
639 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 551 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
640 } 552 }
641 553
642 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
643 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
644 { 556 {
645 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
646 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
647 559
648 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
649 { 561 {
650 success = 1; 562 success = 1;
563
651 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
652 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
653 else 566 else
654 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
655 568
656 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
657 } 570 }
658 } 571 }
659 572
660 if (tmp->type != EXPERIENCE && !potion_max) 573 if (!potion_max)
661 {
662 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
663 { 575 if (int i = tmp->stats.stat (j))
664 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
665 { 576 {
666 success = 1; 577 success = 1;
667 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
668 } 579 }
669 } 580
670 }
671 return success; 581 return success;
672} 582}
673 583
674/* 584/*
675 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 587 */
678
679void 588void
680drain_stat (object *op) 589object::drain_stat ()
681{ 590{
682 drain_specific_stat (op, RANDOM () % NUM_STATS); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
684 593
685void 594void
686drain_specific_stat (object *op, int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
687{ 596{
688 object *tmp; 597 object *tmp;
689 archetype *at; 598 archetype *at;
690 599
691 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
692 if (!at) 601 if (!at)
693 { 602 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 604 return;
696 } 605 }
697 else 606 else
698 { 607 {
699 tmp = present_arch_in_ob (at, op); 608 tmp = present_arch_in_ob (at, this);
609
700 if (!tmp) 610 if (!tmp)
701 { 611 {
702 tmp = arch_to_object (at); 612 tmp = arch_to_object (at);
703 tmp = insert_ob_in_ob (tmp, op); 613 tmp = insert_ob_in_ob (tmp, this);
704 SET_FLAG (tmp, FLAG_APPLIED); 614 SET_FLAG (tmp, FLAG_APPLIED);
705 } 615 }
706 } 616 }
707 617
708 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
709 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
710 fix_player (op); 620 update_stats ();
711} 621}
712 622
713/* 623/*
714 * A value of 0 indicates timeout, otherwise change the luck of the object. 624 * A value of 0 indicates timeout, otherwise change the luck of the object.
715 * via an applied bad_luck object. 625 * via an applied bad_luck object.
716 */ 626 */
717
718void 627void
719change_luck (object *op, int value) 628object::change_luck (int value)
720{ 629{
721 object *tmp;
722 archetype *at;
723 int new_luck;
724
725 at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
726 if (!at) 631 if (!at)
727 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
728 else 633 else
729 { 634 {
730 tmp = present_arch_in_ob (at, op); 635 object *tmp = present_arch_in_ob (at, this);
636
731 if (!tmp) 637 if (!tmp)
732 { 638 {
733 if (!value) 639 if (!value)
734 return; 640 return;
641
735 tmp = arch_to_object (at); 642 tmp = arch_to_object (at);
736 tmp = insert_ob_in_ob (tmp, op); 643 tmp = insert_ob_in_ob (tmp, this);
737 SET_FLAG (tmp, FLAG_APPLIED); 644 SET_FLAG (tmp, FLAG_APPLIED);
738 } 645 }
646
739 if (value) 647 if (value)
740 { 648 {
741 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
742 * (arbitrary) value prevents overflows (both in the bad luck object and 650 * (arbitrary) value prevents overflows (both in the bad luck object and
743 * in op itself). 651 * in op itself).
744 */ 652 */
745 new_luck = tmp->stats.luck + value; 653 int new_luck = tmp->stats.luck + value;
654
746 if (new_luck >= -100 && new_luck <= 100) 655 if (new_luck >= -100 && new_luck <= 100)
747 { 656 {
748 op->stats.luck += value; 657 stats.luck += value;
749 tmp->stats.luck = new_luck; 658 tmp->stats.luck = new_luck;
750 } 659 }
751 } 660 }
752 else 661 else
753 { 662 {
754 if (!tmp->stats.luck) 663 if (!tmp->stats.luck)
755 {
756 return; 664 return;
757 } 665
758 /* Randomly change the players luck. Basically, we move it 666 /* Randomly change the players luck. Basically, we move it
759 * back neutral (if greater>0, subtract, otherwise add) 667 * back neutral (if greater>0, subtract, otherwise add)
760 */ 668 */
761 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 669 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
762 { 670 {
763 int diff = tmp->stats.luck > 0 ? -1 : 1; 671 int diff = tmp->stats.luck > 0 ? -1 : 1;
764 672
765 op->stats.luck += diff; 673 stats.luck += diff;
766 tmp->stats.luck += diff; 674 tmp->stats.luck += diff;
767 } 675 }
768 } 676 }
769 } 677 }
770} 678}
771 679
772/* 680/*
773 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
774 */ 682 */
775
776void 683void
777remove_statbonus (object *op) 684object::remove_statbonus ()
778{ 685{
779 op->stats.Str -= op->arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
780 op->stats.Dex -= op->arch->clone.stats.Dex; 687 {
781 op->stats.Con -= op->arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
782 op->stats.Wis -= op->arch->clone.stats.Wis; 689 stats.stat (i) -= v;
783 op->stats.Pow -= op->arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
784 op->stats.Cha -= op->arch->clone.stats.Cha; 691 }
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} 692}
794 693
795/* 694/*
796 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
797 */ 696 */
798
799void 697void
800add_statbonus (object *op) 698object::add_statbonus ()
801{ 699{
802 op->stats.Str += op->arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
803 op->stats.Dex += op->arch->clone.stats.Dex; 701 {
804 op->stats.Con += op->arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
805 op->stats.Wis += op->arch->clone.stats.Wis; 703 stats.stat (i) += v;
806 op->stats.Pow += op->arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
807 op->stats.Cha += op->arch->clone.stats.Cha; 705 }
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} 706}
707
708/* These are the items that currently can change digestion, regeneration,
709 * spell point recovery and mana point recovery. Seems sort of an arbitary
710 * list, but other items store other info into stats array.
711 */
712static struct digest_types : std::bitset<NUM_TYPES>
713{
714 digest_types ()
715 {
716 set (WEAPON);
717 set (BOW);
718 set (ARMOUR);
719 set (HELMET);
720 set (SHIELD);
721 set (RING);
722 set (BOOTS);
723 set (GLOVES);
724 set (AMULET);
725 set (GIRDLE);
726 set (BRACERS);
727 set (CLOAK);
728 set (DISEASE);
729 set (FORCE);
730 set (SKILL);
731 }
732} digest_types;
733
734static struct copy_flags : object::flags_t
735{
736 copy_flags ()
737 {
738 set (FLAG_LIFESAVE);
739 set (FLAG_REFL_SPELL);
740 set (FLAG_REFL_MISSILE);
741 set (FLAG_STEALTH);
742 set (FLAG_XRAYS);
743 set (FLAG_BLIND);
744 set (FLAG_SEE_IN_DARK);
745 }
746} copy_flags;
817 747
818/* 748/*
819 * Updates all abilities given by applied objects in the inventory 749 * Updates all abilities given by applied objects in the inventory
820 * of the given object. Note: This function works for both monsters 750 * of the given object. Note: This function works for both monsters
821 * and players; the "player" in the name is purely an archaic inheritance. 751 * and players; the "player" in the name is purely an archaic inheritance.
822 * This functions starts from base values (archetype or player object) 752 * This functions starts from base values (archetype or player object)
823 * and then adjusts them according to what the player has equipped. 753 * and then adjusts them according to what the player has equipped.
824 */ 754 *
825
826/* July 95 - inserted stuff to handle new skills/exp system - b.t. 755 * July 95 - inserted stuff to handle new skills/exp system - b.t.
827 spell system split, grace points now added to system --peterm 756 * spell system split, grace points now added to system --peterm
828 */ 757 */
829
830void 758void
831fix_player (object *op) 759object::update_stats ()
832{ 760{
833 int i, j;
834 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 761 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
835 int weapon_weight = 0, weapon_speed = 0; 762 int weapon_weight = 0, weapon_speed = 0;
836 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 763 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
837 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 764 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
838 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 765 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
766 float old_speed = speed;
767 int stat_sum [NUM_STATS];
839 768
840 /* First task is to clear all the values back to their original values */ 769 /* First task is to clear all the values back to their original values */
841 if (op->type == PLAYER) 770 if (type == PLAYER)
842 { 771 {
772 contr->delayed_update = false;
773
843 for (i = 0; i < NUM_STATS; i++) 774 for (int i = 0; i < NUM_STATS; i++)
844 { 775 stat_sum [i] = contr->orig_stats.stat (i);
845 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 776
846 }
847 if (settings.spell_encumbrance == TRUE) 777 if (settings.spell_encumbrance == TRUE)
848 op->contr->encumbrance = 0; 778 contr->encumbrance = 0;
849 779
850 op->attacktype = 0; 780 attacktype = 0;
781
851 op->contr->digestion = 0; 782 contr->digestion = 0;
852 op->contr->gen_hp = 0; 783 contr->gen_hp = 0;
853 op->contr->gen_sp = 0; 784 contr->gen_sp = 0;
854 op->contr->gen_grace = 0; 785 contr->gen_grace = 0;
855 op->contr->gen_sp_armour = 10; 786 contr->gen_sp_armour = 10;
856 op->contr->item_power = 0; 787 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 } 788 }
867 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
868 789
790 for (int i = NUM_BODY_LOCATIONS; i--; )
791 slot[i].used = slot[i].info;
792
869 op->slaying = 0; 793 slaying = 0;
870 794
871 if (!QUERY_FLAG (op, FLAG_WIZ)) 795 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 796 {
873 CLEAR_FLAG (op, FLAG_XRAYS); 797 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 798 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 799 }
876 800
877 CLEAR_FLAG (op, FLAG_LIFESAVE); 801 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (op, FLAG_STEALTH); 802 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (op, FLAG_BLIND); 803 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);
888 804
889 op->path_attuned = op->arch->clone.path_attuned; 805 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
890 op->path_repelled = op->arch->clone.path_repelled; 806 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
891 op->path_denied = op->arch->clone.path_denied; 807 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
892 op->glow_radius = op->arch->clone.glow_radius; 808 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
893 op->move_type = op->arch->clone.move_type; 809
810 path_attuned = arch->path_attuned;
811 path_repelled = arch->path_repelled;
812 path_denied = arch->path_denied;
813 glow_radius = arch->glow_radius;
814 move_type = arch->move_type;
815
894 op->chosen_skill = NULL; 816 chosen_skill = 0;
895 817
896 /* initializing resistances from the values in player/monster's 818 /* initializing resistances from the values in player/monster's
897 * archetype clone 819 * archetype clone
898 */ 820 */
899 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 821 memcpy (&resist, &arch->resist, sizeof (resist));
900 822
901 for (i = 0; i < NROFATTACKS; i++) 823 for (int i = 0; i < NROFATTACKS; i++)
902 { 824 {
903 if (op->resist[i] > 0) 825 if (resist[i] > 0)
904 prot[i] = op->resist[i], vuln[i] = 0; 826 prot[i] = resist[i], vuln[i] = 0;
905 else 827 else
906 vuln[i] = -(op->resist[i]), prot[i] = 0; 828 vuln[i] = -(resist[i]), prot[i] = 0;
829
907 potion_resist[i] = 0; 830 potion_resist[i] = 0;
908 } 831 }
909 832
910 wc = op->arch->clone.stats.wc; 833 wc = arch->stats.wc;
911 op->stats.dam = op->arch->clone.stats.dam; 834 stats.dam = arch->stats.dam;
912 835
913 /* for players which cannot use armour, they gain AC -1 per 3 levels, 836 /* for players which cannot use armour, they gain AC -1 per 3 levels,
914 * plus a small amount of physical resist, those poor suckers. ;) 837 * plus a small amount of physical resist, those poor suckers. ;)
915 * the fact that maxlevel is factored in could be considered sort of bogus - 838 * 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, 839 * 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 840 * basically, if a server updates its max level, these playes may find
918 * that their protection from physical goes down 841 * that their protection from physical goes down
919 */ 842 */
920 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 843 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
921 { 844 {
922 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 845 ac = max (-10, arch->stats.ac - level / 3);
923 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 846 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
924 } 847 }
925 else 848 else
926 ac = op->arch->clone.stats.ac; 849 ac = arch->stats.ac;
927 850
928 op->stats.luck = op->arch->clone.stats.luck; 851 stats.luck = arch->stats.luck;
929 op->speed = op->arch->clone.speed; 852 speed = arch->speed;
930 853
931 /* OK - we've reset most all the objects attributes to sane values. 854 /* 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. 855 * now go through and make adjustments for what the player has equipped.
933 */ 856 */
934
935 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 857 for (tmp = inv; tmp; tmp = tmp->below)
936 { 858 {
937 /* See note in map.c:update_position about making this additive
938 * since light sources are never applied, need to put check here.
939 */
940 if (tmp->glow_radius > op->glow_radius)
941 op->glow_radius = tmp->glow_radius;
942
943 /* This happens because apply_potion calls change_abil with the potion 859 /* This happens because apply_potion calls change_abil with the potion
944 * applied so we can tell the player what chagned. But change_abil 860 * applied so we can tell the player what changed. But change_abil
945 * then calls this function. 861 * then calls this function.
946 */ 862 */
947 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 863 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
948 {
949 continue; 864 continue;
950 } 865
866 glow_radius += tmp->glow_radius;
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] += 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;
922 if (tmp->type != BOW) // ugly exception for bows
1008 op->contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
1009 op->contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
1010 op->contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 op->contr->item_power += tmp->item_power;
1012 } 926 }
1013 } /* if this is a player */ 927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
1014 933
1015 /* Update slots used for items */ 934 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1017 {
1018 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1019 op->body_used[i] += tmp->body_info[i]; 937 slot[i].used += tmp->slot[i].info;
1020 }
1021 938
1022 if (tmp->type == SYMPTOM) 939 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; 940 speed_reduce_from_disease =
1027 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1028 942
1029 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1030 * (Negative protections are calculated extactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
1031 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
1032 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
1033 */ 947 */
1034 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1035 { 949 {
1036 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1037 { 951 {
1038 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
1039 * a straight MAX, as potion_resist is initialized to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
1040 */ 954 */
1041 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1042 { 956 {
1043 if (potion_resist[i]) 957 if (potion_resist[i])
1044 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1045 else 959 else
1046 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
1047 } 961 }
1048 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
1049 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1050 else if (tmp->resist[i] < 0) 964 else if (tmp->resist[i] < 0)
1051 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1052 } 966 }
1053 } 967 }
1054 968
1055 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
1056 if (tmp->type != BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
1057 op->attacktype |= tmp->attacktype; 972 attacktype |= tmp->attacktype;
1058
1059 op->path_attuned |= tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
1060 op->path_repelled |= tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
1061 op->path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
1062 op->stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
1063 op->move_type |= tmp->move_type; 978 }
1064 979
1065 if (QUERY_FLAG (tmp, FLAG_LIFESAVE)) 980 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 981
1080 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1081 SET_FLAG (op, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
1082 984
1083 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1084 { 986 {
1085 SET_FLAG (op, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
1086 op->invisible = 1; 988 invisible = 1;
1087 } 989 }
1088 990
1089 if (tmp->stats.exp && tmp->type != SKILL) 991 if (tmp->stats.exp && tmp->type != SKILL)
1090 { 992 {
1091 if (tmp->stats.exp > 0) 993 if (tmp->stats.exp > 0)
1092 { 994 {
1093 added_speed += (float) tmp->stats.exp / 3.0; 995 added_speed += tmp->stats.exp / 3.f;
1094 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1095 } 997 }
1096 else 998 else
1097 added_speed += (float) tmp->stats.exp; 999 added_speed += tmp->stats.exp;
1098 } 1000 }
1099 1001
1100 switch (tmp->type) 1002 switch (tmp->type)
1101 { 1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1102 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1103 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1104 case SKILL: 1015 case SKILL:
1105 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1106 break; 1018 break;
1107 1019
1108 if (IS_COMBAT_SKILL (tmp->subtype))
1109 wc_obj = tmp;
1110
1111 if (op->chosen_skill) 1020 if (chosen_skill)
1021 {
1112 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1113 1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1114 op->chosen_skill = tmp; 1030 chosen_skill = tmp;
1115 1031
1116 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1117 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1118 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1119 weapon_speed = (int) WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1036
1120 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1121 weapon_speed = 0; 1038 weapon_speed = 0;
1039
1122 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1123 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1042
1124 if (tmp->magic) 1043 if (tmp->magic)
1125 op->stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1126 } 1045 }
1127 1046
1128 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1129 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1130 1049
1131 if (tmp->slaying != NULL) 1050 if (tmp->slaying)
1132 op->slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1133 1052
1134 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1135 ac -= (tmp->stats.ac + tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1055
1136 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1058 }
1138 1059
1139 if (op->type == PLAYER)
1140 op->contr->ranges[range_skill] = op;
1141 break; 1060 break;
1142 1061
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: 1062 case SHIELD:
1154 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1155 op->contr->encumbrance += (int) tmp->weight / 2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1156 case RING: 1065 case RING:
1157 case AMULET: 1066 case AMULET:
1158 case GIRDLE: 1067 case GIRDLE:
1159 case HELMET: 1068 case HELMET:
1160 case BOOTS: 1069 case BOOTS:
1161 case GLOVES: 1070 case GLOVES:
1162 case CLOAK: 1071 case CLOAK:
1163 if (tmp->stats.wc) 1072 if (tmp->stats.wc)
1164 wc -= (tmp->stats.wc + tmp->magic); 1073 wc -= tmp->stats.wc + tmp->magic;
1074
1165 if (tmp->stats.dam) 1075 if (tmp->stats.dam)
1166 op->stats.dam += (tmp->stats.dam + tmp->magic); 1076 stats.dam += tmp->stats.dam + tmp->magic;
1077
1167 if (tmp->stats.ac) 1078 if (tmp->stats.ac)
1168 ac -= (tmp->stats.ac + tmp->magic); 1079 ac -= tmp->stats.ac + tmp->magic;
1080
1169 break; 1081 break;
1170 1082
1083 case BOW:
1171 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1172 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1088
1173 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1174 ac -= tmp->stats.ac + tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1091
1175 op->stats.dam += (tmp->stats.dam + tmp->magic); 1092 stats.dam += tmp->stats.dam + tmp->magic;
1176 weapon_weight = tmp->weight; 1093 weapon_weight = tmp->weight;
1177 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1095
1178 if (weapon_speed < 0) 1096 if (weapon_speed < 0)
1179 weapon_speed = 0; 1097 weapon_speed = 0;
1098
1180 op->slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1181 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1183 * go. 1103 * go.
1184 */ 1104 */
1185 op->current_weapon = tmp; 1105
1186 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1187 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1188 1110
1189 break; 1111 break;
1190 1112
1191 case ARMOUR: /* Only the best of these three are used: */ 1113 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 op->contr->encumbrance += (int) tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight / 1000;
1194 1116
1195 case BRACERS: 1117 case BRACERS:
1196 case FORCE: 1118 case FORCE:
1197 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1198 { 1120 {
1202 best_wc = tmp->stats.wc + tmp->magic; 1124 best_wc = tmp->stats.wc + tmp->magic;
1203 } 1125 }
1204 else 1126 else
1205 wc += tmp->stats.wc + tmp->magic; 1127 wc += tmp->stats.wc + tmp->magic;
1206 } 1128 }
1129
1207 if (tmp->stats.ac) 1130 if (tmp->stats.ac)
1208 { 1131 {
1209 if (best_ac < tmp->stats.ac + tmp->magic) 1132 if (best_ac < tmp->stats.ac + tmp->magic)
1210 { 1133 {
1211 ac += best_ac; /* Remove last bonus */ 1134 ac += best_ac; /* Remove last bonus */
1212 best_ac = tmp->stats.ac + tmp->magic; 1135 best_ac = tmp->stats.ac + tmp->magic;
1213 } 1136 }
1214 else /* To nullify the below effect */ 1137 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1138 ac += tmp->stats.ac + tmp->magic;
1216 } 1139 }
1140
1217 if (tmp->stats.wc) 1141 if (tmp->stats.wc)
1218 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= tmp->stats.wc + tmp->magic;
1143
1219 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1220 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= tmp->stats.ac + tmp->magic;
1221 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1146
1147 if (ARMOUR_SPEED (tmp))
1222 max = ARMOUR_SPEED (tmp) / 10.0; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1149
1223 break; 1150 break;
1224 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1225 } /* item is equipped */ 1152 } /* item is equipped */
1226 } /* for loop of items */ 1153 } /* for loop of items */
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1227 1156
1228 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1229 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1230 */ 1159 */
1231 1160
1233 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1234 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1235 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1236 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1237 */ 1166 */
1238 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1239 { 1168 {
1240 op->resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1170
1241 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1242 op->resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1243 } 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1244 1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1245 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1246 if (op->type == PLAYER)
1247 {
1248 int pl_level; 1186 int pl_level;
1249 1187
1250 check_stat_bounds (&(op->stats));
1251 pl_level = op->level;
1252
1253 if (pl_level < 1)
1254 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1255 1189
1256 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* 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. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1258 */ 1192 */
1259 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1260 { 1195 {
1261 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1262 if (i % 2 && con_bonus[op->stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1263 {
1264 if (con_bonus[op->stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1265 j++; 1200 j++;
1266 else 1201 else
1267 j--; 1202 j--;
1268 } 1203
1269 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1270 } 1205 }
1271 1206
1272 for (i = 11; i <= op->level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1273 op->stats.maxhp += 2;
1274 1208
1275 if (op->stats.hp > op->stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1276 op->stats.hp = op->stats.maxhp; 1210 stats.hp = stats.maxhp;
1277 1211
1278 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1279 * relevant experience object (mana_obj, see above) 1213 * relevant experience object (mana_obj, see above)
1280 */ 1214 */
1281 /* following happen when skills system is not used */ 1215 /* following happen when skills system is not used */
1282 if (!mana_obj) 1216 if (!mana_obj)
1283 mana_obj = op; 1217 mana_obj = this;
1218
1284 if (!grace_obj) 1219 if (!grace_obj)
1285 grace_obj = op; 1220 grace_obj = this;
1221
1286 /* set maxsp */ 1222 /* set maxsp */
1287 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1288 mana_obj = op; 1224 mana_obj = this;
1289 1225
1290 if (mana_obj == op && op->type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1291 {
1292 op->stats.maxsp = 1; 1227 stats.maxsp = 1;
1293 }
1294 else 1228 else
1295 { 1229 {
1296 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1231
1297 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1298 { 1233 {
1299 float stmp; 1234 float stmp;
1300 1235
1301 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1302 if (i < 2) 1237 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); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1305 }
1306 else 1239 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; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1309 } 1241
1310 if (stmp < 1.0)
1311 stmp = 1.0;
1312 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1313 } 1243 }
1314 op->stats.maxsp = (int) sp_tmp;
1315 1244
1316 for (i = 11; i <= mana_obj->level; i++) 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1317 op->stats.maxsp += 2;
1318 } 1246 }
1247
1319 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1320 if (op->stats.sp > op->stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1321 op->stats.sp = op->stats.maxsp * 2;
1322 1250
1323 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1324 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1325 grace_obj = op; 1253 grace_obj = this;
1326 1254
1327 if (grace_obj == op && op->type == PLAYER) 1255 if (grace_obj == this && type == PLAYER)
1328 {
1329 op->stats.maxgrace = 1; 1256 stats.maxgrace = 1;
1330 }
1331 else 1257 else
1332 { 1258 {
1333 /* store grace in a float - this way, the divisions below don't create 1259 /* 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 1260 * 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 1261 * becomes big jumps when the sums of the bonuses jump to the next
1336 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1337 */ 1263 */
1338 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1339 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1340 { 1267 {
1341 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1342 1269
1343 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1344 if (i < 2) 1271 if (i < 2)
1345 { 1272 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 1273 else
1350 { 1274 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] 1275
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; 1276 sp_tmp += max (1.f, grace_tmp);
1357 } 1277 }
1358 op->stats.maxgrace = (int) sp_tmp;
1359 1278
1360 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1361 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1362 op->stats.maxgrace += 2;
1363 } 1281 }
1282
1364 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1365 1284
1366 if (op->contr->braced) 1285 if (contr->braced)
1367 { 1286 {
1368 ac += 2; 1287 ac += 2;
1369 wc += 4; 1288 wc += 4;
1370 } 1289 }
1371 else 1290 else
1372 ac -= dex_bonus[op->stats.Dex]; 1291 ac -= dex_bonus[stats.Dex];
1373 1292
1374 /* In new exp/skills system, wc bonuses are related to 1293 /* In new exp/skills system, wc bonuses are related to
1375 * the players level in a relevant exp object (wc_obj) 1294 * the players level in a relevant exp object (wc_obj)
1376 * not the general player level -b.t. 1295 * not the general player level -b.t.
1377 * I changed this slightly so that wc bonuses are better 1296 * I changed this slightly so that wc bonuses are better
1380 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1381 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1382 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1383 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1384 */ 1303 */
1304 object *wc_obj = chosen_skill;
1385 1305
1386 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1387 { 1307 {
1388 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1389 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1390 { 1311 {
1391 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1392 if (!(i % 6)) 1313 if (!(i % 6))
1393 wc--; 1314 wc--;
1315
1394 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1395 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1396 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1397 } 1319 }
1398 } 1320 }
1399 else 1321 else
1400 wc -= (op->level + thaco_bonus[op->stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1401 1323
1402 op->stats.dam += dam_bonus[op->stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1403 1325
1404 if (op->stats.dam < 1) 1326 if (stats.dam < 1)
1405 op->stats.dam = 1; 1327 stats.dam = 1;
1406 1328
1407 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1408 if (settings.search_items && op->contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1409 op->speed -= 1; 1332 speed -= 1;
1410 if (op->attacktype == 0)
1411 op->attacktype = op->arch->clone.attacktype;
1412
1413 } /* End if player */ 1333 } /* End if player */
1414 1334
1415 if (added_speed >= 0) 1335 if (added_speed >= 0)
1416 op->speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1417 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1418 op->speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1419 1339
1420 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1421 if (op->speed > max) 1341 speed = min (speed, max_speed);
1422 op->speed = max;
1423 1342
1424 if (op->type == PLAYER) 1343 if (type == PLAYER)
1425 { 1344 {
1426 /* f is a number the represents the number of kg above (positive num) 1345 /* 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 1346 * or below (negative number) that the player is carrying. If above
1428 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1429 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1430 */ 1349 */
1431 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1432 if (f > 0) 1351 if (f > 0.f)
1433 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1434 } 1353 }
1435 1354
1436 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1437 1357
1438 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* 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. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1440 */ 1360 */
1441 op->speed = op->speed * speed_reduce_from_disease; 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1442 1362
1443 if (op->speed < 0.01 && op->type == PLAYER) 1363 if (speed != old_speed)
1444 op->speed = 0.01; 1364 set_speed (speed);
1445 1365
1446 if (op->type == PLAYER) 1366 if (type == PLAYER)
1447 { 1367 {
1448 float M, W, s, D, K, S, M2;
1449
1450 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1451 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1452 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1453 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1454 */ 1372 */
1455 M = (max_carry[op->stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1456 M2 = max_carry[op->stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1457 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1458 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1459 D = (op->stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1460 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1378 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; 1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1462 if (K <= 0) 1382 if (K <= 0.01f)
1463 K = 0.01; 1383 K = 0.01f;
1464 S = op->speed / (K * s); 1384
1465 op->contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1466 } 1386 }
1387
1467 /* I want to limit the power of small monsters with big weapons: */ 1388 /* 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) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1469 op->stats.dam = op->arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1470 1391
1471 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1472 * should be more than enough - remember, AC is also in 8 bits, 1393 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 1394
1487 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1488 * give them walking as a default. 1396 * give them walking as a default.
1489 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1490 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1491 * one or the other. 1399 * one or the other.
1492 */ 1400 */
1493 if (op->move_type == 0) 1401 if (move_type == 0)
1494 op->move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1495 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1496 op->move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1497
1498 update_ob_speed (op);
1499 1405
1500 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1501 * so we will check that now. 1407 * so we will check that now.
1502 */ 1408 */
1503 if (op->type == PLAYER) 1409 if (is_player ())
1504 esrv_update_spells (op->contr); 1410 contr->update_spells ();
1411
1412 // update the mapspace, if we are on a map
1413 if (!flag [FLAG_REMOVED] && map)
1414 map->at (x, y).flags_ = 0;
1415}
1416
1417void
1418object::set_glow_radius (sint8 rad)
1419{
1420 glow_radius = rad;
1421
1422 if (is_on_map ())
1423 update_all_los (map, x, y);
1424 else if (object *env = outer_env ())
1425 {
1426 env->update_stats ();
1427
1428 if (env->is_on_map ())
1429 update_all_los (env->map, env->x, env->y);
1430 }
1505} 1431}
1506 1432
1507/* 1433/*
1508 * Returns true if the given player is a legal class. 1434 * Returns true if the given player is a legal class.
1509 * The function to add and remove class-bonuses to the stats doesn't 1435 * The function to add and remove class-bonuses to the stats doesn't
1510 * check if the stat becomes negative, thus this function 1436 * check if the stat becomes negative, thus this function
1511 * merely checks that all stats are 1 or more, and returns 1437 * merely checks that all stats are 1 or more, and returns
1512 * false otherwise. 1438 * false otherwise.
1513 */ 1439 */
1514
1515int 1440int
1516allowed_class (const object *op) 1441allowed_class (const object *op)
1517{ 1442{
1518 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1443 return op->stats.Dex > 0
1519 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1444 && op->stats.Str > 0
1445 && op->stats.Con > 0
1446 && op->stats.Int > 0
1447 && op->stats.Wis > 0
1448 && op->stats.Pow > 0
1449 && op->stats.Cha > 0;
1520} 1450}
1521 1451
1522/* 1452/*
1523 * set the new dragon name after gaining levels or 1453 * set the new dragon name after gaining levels or
1524 * changing ability focus (later this can be extended to 1454 * changing ability focus (later this can be extended to
1525 * eventually change the player's face and animation) 1455 * eventually change the player's face and animation)
1526 *
1527 * Note that the title is written to 'own_title' in the
1528 * player struct. This should be changed to 'ext_title'
1529 * as soon as clients support this!
1530 * Please, anyone, write support for 'ext_title'.
1531 */ 1456 */
1532void 1457void
1533set_dragon_name (object *pl, const object *abil, const object *skin) 1458set_dragon_name (object *pl, const object *abil, const object *skin)
1534{ 1459{
1535 int atnr = -1; /* attacknumber of highest level */ 1460 int atnr = -1; /* attacknumber of highest level */
1553 /* now if there are equals at highest level, pick the one with focus, 1478 /* now if there are equals at highest level, pick the one with focus,
1554 or else at random */ 1479 or else at random */
1555 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1480 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1556 atnr = abil->stats.exp; 1481 atnr = abil->stats.exp;
1557 1482
1558 level = (int) (level / 5.);
1559
1560 /* now set the new title */ 1483 /* now set the new title */
1561 if (pl->contr != NULL)
1562 {
1563 if (level == 0)
1564 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1484 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1565 else if (level == 1)
1566 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1485 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1567 else if (level == 2)
1568 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1486 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1569 else if (level == 3)
1570 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1487 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1571 else 1488 else
1572 { 1489 {
1573 /* special titles for extra high resistance! */ 1490 /* special titles for extra high resistance! */
1574 if (skin->resist[atnr] > 80)
1575 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1491 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1576 else if (skin->resist[atnr] > 50)
1577 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1492 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1578 else
1579 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1493 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1580 }
1581 } 1494 }
1582 1495
1583 strcpy (pl->contr->own_title, ""); 1496 strcpy (pl->contr->own_title, "");
1584} 1497}
1585 1498
1586/* 1499/*
1587 * This function is called when a dragon-player gains 1500 * This function is called when a dragon-player gains
1588 * an overall level. Here, the dragon might gain new abilities 1501 * an overall level. Here, the dragon might gain new abilities
1589 * or change the ability-focus. 1502 * or change the ability-focus.
1590 */ 1503 */
1591void 1504static void
1592dragon_level_gain (object *who) 1505dragon_level_gain (object *who)
1593{ 1506{
1594 object *abil = NULL; /* pointer to dragon ability force */ 1507 object *abil = NULL; /* pointer to dragon ability force */
1595 object *skin = NULL; /* pointer to dragon skin force */ 1508 object *skin = NULL; /* pointer to dragon skin force */
1596 object *tmp = NULL; /* tmp. object */ 1509 object *tmp = NULL; /* tmp. object */
1597 char buf[MAX_BUF]; /* tmp. string buffer */ 1510 char buf[MAX_BUF]; /* tmp. string buffer */
1598 1511
1599 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1512 /* now grab the 'dragon_ability'-forces from the player's inventory */
1600 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1513 for (tmp = who->inv; tmp; tmp = tmp->below)
1601 {
1602 if (tmp->type == FORCE) 1514 if (tmp->type == FORCE)
1603 { 1515 if (tmp->arch->archname == shstr_dragon_ability_force)
1604 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1605 abil = tmp; 1516 abil = tmp;
1606 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1517 else if (tmp->arch->archname == shstr_dragon_skin_force)
1607 skin = tmp; 1518 skin = tmp;
1608 } 1519
1609 }
1610 /* if the force is missing -> bail out */ 1520 /* if the force is missing -> bail out */
1611 if (abil == NULL) 1521 if (abil == NULL)
1612 return; 1522 return;
1613 1523
1614 /* The ability_force keeps track of maximum level ever achieved. 1524 /* The ability_force keeps track of maximum level ever achieved.
1655 object *skill_obj; 1565 object *skill_obj;
1656 1566
1657 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1567 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1658 if (!skill_obj) 1568 if (!skill_obj)
1659 { 1569 {
1660 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1570 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1661 return NULL; 1571 return NULL;
1662 } 1572 }
1573
1663 /* clear the flag - exp goes into this bucket, but player 1574 /* clear the flag - exp goes into this bucket, but player
1664 * still doesn't know it. 1575 * still doesn't know it.
1665 */ 1576 */
1666 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1577 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1667 skill_obj->stats.exp = 0; 1578 skill_obj->stats.exp = 0;
1668 skill_obj->level = 1; 1579 skill_obj->level = 1;
1669 insert_ob_in_ob (skill_obj, op); 1580 op->insert (skill_obj);
1670 if (op->contr) 1581
1671 { 1582 if (player *pl = op->contr)
1672 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1583 pl->link_skills ();
1673 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1584
1674 }
1675 return skill_obj; 1585 return skill_obj;
1676} 1586}
1677
1678 1587
1679/* player_lvl_adj() - for the new exp system. we are concerned with 1588/* player_lvl_adj() - for the new exp system. we are concerned with
1680 * whether the player gets more hp, sp and new levels. 1589 * whether the player gets more hp, sp and new levels.
1681 * Note this this function should only be called for players. Monstes 1590 * Note this this function should only be called for players. Monstes
1682 * don't really gain levels 1591 * don't really gain levels
1685 */ 1594 */
1686void 1595void
1687player_lvl_adj (object *who, object *op) 1596player_lvl_adj (object *who, object *op)
1688{ 1597{
1689 char buf[MAX_BUF]; 1598 char buf[MAX_BUF];
1599 bool changed = false;
1690 1600
1691 if (!op) /* when rolling stats */ 1601 if (!op) /* when rolling stats */
1692 op = who; 1602 op = who;
1693 1603
1694 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1604 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1695 { 1605 {
1606 changed = true;
1607
1696 op->level++; 1608 op->level++;
1697 1609
1698 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1610 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1699 dragon_level_gain (who); 1611 dragon_level_gain (who);
1700 1612
1701 /* Only roll these if it is the player (who) that gained the level */ 1613 /* Only roll these if it is the player (who) that gained the level */
1702 if (op == who && (who->level < 11) && who->type == PLAYER) 1614 if (op == who && (who->level < 11) && who->type == PLAYER)
1703 { 1615 {
1704 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1616 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); 1617 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; 1618 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1707 } 1619 }
1708 1620
1709 fix_player (who);
1710 if (op->level > 1) 1621 if (op->level > 1)
1711 { 1622 {
1712 if (op->type != PLAYER) 1623 if (op->type != PLAYER)
1624 {
1625 who->contr->play_sound (sound_find ("skill_up"));
1713 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1626 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1627 }
1714 else 1628 else
1629 {
1630 who->contr->play_sound (sound_find ("level_up"));
1715 sprintf (buf, "You are now level %d.", op->level); 1631 sprintf (buf, "You are now level %d.", op->level);
1632 }
1633
1716 if (who) 1634 if (who)
1717 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1635 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1718 } 1636 }
1719 player_lvl_adj (who, op); /* To increase more levels */
1720 } 1637 }
1638
1721 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1639 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1722 { 1640 {
1641 changed = true;
1642
1723 op->level--; 1643 op->level--;
1724 fix_player (who); 1644
1725 if (op->type != PLAYER) 1645 if (op->type != PLAYER)
1726 { 1646 {
1727 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1647 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); 1648 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1649 }
1730 player_lvl_adj (who, op); /* To decrease more levels */
1731 } 1650 }
1732 /* check if the spell data has changed */ 1651
1733 esrv_update_spells (who->contr); 1652 if (changed)
1653 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1734} 1654}
1735 1655
1736/* 1656/*
1737 * Returns how much experience is needed for a player to become 1657 * Returns how much experience is needed for a player to become
1738 * the given level. level should really never exceed max_level 1658 * the given level. level should really never exceed max_level
1741sint64 1661sint64
1742level_exp (int level, double expmul) 1662level_exp (int level, double expmul)
1743{ 1663{
1744 if (level > settings.max_level) 1664 if (level > settings.max_level)
1745 return (sint64) (expmul * levels[settings.max_level]); 1665 return (sint64) (expmul * levels[settings.max_level]);
1666
1746 return (sint64) (expmul * levels[level]); 1667 return (sint64) (expmul * levels[level]);
1747} 1668}
1748 1669
1749/* 1670/*
1750 * Ensure that the permanent experience requirements in an exp object are met. 1671 * Ensure that the permanent experience requirements in an exp object are met.
1771 op->perm_exp = 0; 1692 op->perm_exp = 0;
1772 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1693 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1773 op->perm_exp = MAX_EXPERIENCE; 1694 op->perm_exp = MAX_EXPERIENCE;
1774} 1695}
1775 1696
1776
1777/* Add experience to a player - exp should only be positive. 1697/* Add experience to a player - exp should only be positive.
1778 * Updates permanent exp for the skill we are adding to. 1698 * Updates permanent exp for the skill we are adding to.
1779 * skill_name is the skill to add exp to. Skill name can be 1699 * skill_name is the skill to add exp to. Skill name can be
1780 * NULL, in which case exp increases the players general 1700 * NULL, in which case exp increases the players general
1781 * total, but not any particular skill. 1701 * total, but not any particular skill.
1782 * flag is what to do if the player doesn't have the skill: 1702 * flag is what to do if the player doesn't have the skill:
1783 */ 1703 */
1784
1785static void 1704static void
1786add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1705add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1787{ 1706{
1788 object *skill_obj = NULL; 1707 object *skill_obj;
1789 sint64 limit, exp_to_add; 1708 sint64 limit, exp_to_add;
1790 int i; 1709 int i;
1791 1710
1792 /* prevents some forms of abuse. */ 1711 /* prevents some forms of abuse. */
1793 if (op->contr->braced) 1712 if (op->contr->braced)
1794 exp = exp / 5; 1713 exp /= 5;
1795 1714
1796 /* Try to find the matching skill. 1715 /* Try to find the matching skill.
1797 * We do a shortcut/time saving mechanism first - see if it matches 1716 * We do a shortcut/time saving mechanism first - see if it matches
1798 * chosen_skill. This means we don't need to search through 1717 * chosen_skill. This means we don't need to search through
1799 * the players inventory. 1718 * the players inventory.
1800 */ 1719 */
1720 skill_obj = 0;
1721
1801 if (skill_name) 1722 if (skill_name)
1802 { 1723 {
1803 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1724 skill_obj = op->contr->find_skill (skill_name);
1804 skill_obj = op->chosen_skill;
1805 else
1806 {
1807 for (i = 0; i < NUM_SKILLS; i++)
1808 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1809 {
1810 skill_obj = op->contr->last_skill_ob[i];
1811 break;
1812 }
1813 1725
1814 /* Player doesn't have the skill. Check to see what to do, and give 1726 /* Player doesn't have the skill. Check to see what to do, and give
1815 * it to the player if necessary 1727 * it to the player if necessary
1816 */ 1728 */
1817 if (!skill_obj) 1729 if (!skill_obj)
1818 { 1730 {
1819 if (flag == SK_EXP_NONE) 1731 if (flag == SK_EXP_NONE)
1820 return; 1732 return;
1733
1821 else if (flag == SK_EXP_ADD_SKILL) 1734 if (flag == SK_EXP_ADD_SKILL)
1822 give_skill_by_name (op, skill_name); 1735 skill_obj = give_skill_by_name (op, skill_name);
1823 }
1824 } 1736 }
1825 } 1737 }
1826 1738
1827 if (flag != SK_EXP_SKILL_ONLY) 1739 if (flag != SK_EXP_SKILL_ONLY)
1828 { 1740 {
1861 player_lvl_adj (op, skill_obj); 1773 player_lvl_adj (op, skill_obj);
1862 } 1774 }
1863} 1775}
1864 1776
1865/* This function checks to make sure that object 'op' can 1777/* This function checks to make sure that object 'op' can
1866 * lost 'exp' experience. It returns the amount of exp 1778 * lose 'exp' experience. It returns the amount of exp
1867 * object 'op' can in fact lose - it basically makes 1779 * object 'op' can in fact lose - it basically makes
1868 * adjustments based on permanent exp and the like. 1780 * adjustments based on permanent exp and the like.
1869 * This function should always be used for losing experience - 1781 * This function should always be used for losing experience -
1870 * the 'exp' value passed should be positive - this is the 1782 * the 'exp' value passed should be positive - this is the
1871 * amount that should get subtract from the player. 1783 * amount that should get subtract from the player.
1872 */ 1784 */
1873sint64 1785static sint64
1874check_exp_loss (const object *op, sint64 exp) 1786check_exp_loss (const object *op, sint64 exp)
1875{ 1787{
1876 sint64 del_exp; 1788 sint64 del_exp;
1877 1789
1878 if (exp > op->stats.exp) 1790 if (exp > op->stats.exp)
1879 exp = op->stats.exp; 1791 exp = op->stats.exp;
1792
1880 if (settings.permanent_exp_ratio) 1793 if (settings.permanent_exp_ratio)
1881 { 1794 {
1882 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1795 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1796
1883 if (del_exp < 0) 1797 if (del_exp < 0)
1884 del_exp = 0; 1798 del_exp = 0;
1799
1885 if (exp > del_exp) 1800 if (exp > del_exp)
1886 exp = del_exp; 1801 exp = del_exp;
1887 } 1802 }
1803
1888 return exp; 1804 return exp;
1889} 1805}
1890 1806
1891sint64 1807sint64
1892check_exp_adjust (const object *op, sint64 exp) 1808check_exp_adjust (const object *op, sint64 exp)
1893{ 1809{
1894 if (exp < 0) 1810 if (exp < 0)
1895 return check_exp_loss (op, exp); 1811 return check_exp_loss (op, exp);
1896 else 1812 else
1897 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1813 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1898} 1814}
1899
1900 1815
1901/* Subtracts experience from player. 1816/* Subtracts experience from player.
1902 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1817 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1903 * only subtract from the matching skill. Otherwise, 1818 * only subtract from the matching skill. Otherwise,
1904 * this subtracts a portion from all 1819 * this subtracts a portion from all
1918 sint64 del_exp; 1833 sint64 del_exp;
1919 1834
1920 for (tmp = op->inv; tmp; tmp = tmp->below) 1835 for (tmp = op->inv; tmp; tmp = tmp->below)
1921 if (tmp->type == SKILL && tmp->stats.exp) 1836 if (tmp->type == SKILL && tmp->stats.exp)
1922 { 1837 {
1923 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1838 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1924 { 1839 {
1925 del_exp = check_exp_loss (tmp, exp); 1840 del_exp = check_exp_loss (tmp, exp);
1926 tmp->stats.exp -= del_exp; 1841 tmp->stats.exp -= del_exp;
1927 player_lvl_adj (op, tmp); 1842 player_lvl_adj (op, tmp);
1928 } 1843 }
1934 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1849 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1935 tmp->stats.exp -= del_exp; 1850 tmp->stats.exp -= del_exp;
1936 player_lvl_adj (op, tmp); 1851 player_lvl_adj (op, tmp);
1937 } 1852 }
1938 } 1853 }
1854
1939 if (flag != SK_SUBTRACT_SKILL_EXP) 1855 if (flag != SK_SUBTRACT_SKILL_EXP)
1940 { 1856 {
1941 del_exp = check_exp_loss (op, exp); 1857 del_exp = check_exp_loss (op, exp);
1942 op->stats.exp -= del_exp; 1858 op->stats.exp -= del_exp;
1943 player_lvl_adj (op, NULL); 1859 player_lvl_adj (op, NULL);
1944 } 1860 }
1945} 1861}
1946
1947
1948 1862
1949/* change_exp() - changes experience to a player/monster. This 1863/* change_exp() - changes experience to a player/monster. This
1950 * does bounds checking to make sure we don't overflow the max exp. 1864 * does bounds checking to make sure we don't overflow the max exp.
1951 * 1865 *
1952 * The exp passed is typically not modified much by this function - 1866 * The exp passed is typically not modified much by this function -
1953 * it is assumed the caller has modified the exp as needed. 1867 * it is assumed the caller has modified the exp as needed.
1954 * skill_name is the skill that should get the exp added. 1868 * skill_name is the skill that should get the exp added.
1955 * flag is what to do if player doesn't have the skill. 1869 * flag is what to do if player doesn't have the skill.
1956 * these last two values are only used for players. 1870 * these last two values are only used for players.
1957 */ 1871 */
1958
1959void 1872void
1960change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1873change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1961{ 1874{
1962
1963#ifdef EXP_DEBUG 1875#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); 1876 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1968# endif
1969#endif 1877#endif
1970 1878
1971 /* safety */ 1879 /* safety */
1972 if (!op) 1880 if (!op)
1973 { 1881 {
2012 else 1920 else
2013 /* note that when you lose exp, it doesn't go against 1921 /* note that when you lose exp, it doesn't go against
2014 * a particular skill, so we don't need to pass that 1922 * a particular skill, so we don't need to pass that
2015 * along. 1923 * along.
2016 */ 1924 */
2017 subtract_player_exp (op, FABS (exp), skill_name, flag); 1925 subtract_player_exp (op, abs (exp), skill_name, flag);
2018
2019 } 1926 }
2020} 1927}
2021 1928
2022/* Applies a death penalty experience, the size of this is defined by the 1929/* 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 1930 * settings death_penalty_percentage and death_penalty_levels, and by the
2024 * amount of permenent experience, whichever gives the lowest loss. 1931 * amount of permenent experience, whichever gives the lowest loss.
2025 */ 1932 */
2026
2027void 1933void
2028apply_death_exp_penalty (object *op) 1934apply_death_exp_penalty (object *op)
2029{ 1935{
2030 object *tmp;
2031 sint64 loss; 1936 sint64 loss;
2032 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1937 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2033 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1938 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2034 1939
2035 for (tmp = op->inv; tmp; tmp = tmp->below) 1940 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2036 if (tmp->type == SKILL && tmp->stats.exp) 1941 if (tmp->type == SKILL && tmp->stats.exp)
2037 { 1942 {
2038
2039 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1943 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2040 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1944 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2041 1945
2042 /* With the revised exp system, you can get cases where 1946 /* With the revised exp system, you can get cases where
2043 * losing several levels would still require that you have more 1947 * losing several levels would still require that you have more
2044 * exp than you currently have - this is true if the levels 1948 * exp than you currently have - this is true if the levels
2045 * tables is a lot harder. 1949 * tables is a lot harder.
2046 */ 1950 */
2047 if (level_loss < 0) 1951 if (level_loss < 0)
2048 level_loss = 0; 1952 level_loss = 0;
2049 1953
2050 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1954 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2051 1955
2052 tmp->stats.exp -= loss; 1956 tmp->stats.exp -= loss;
2053 player_lvl_adj (op, tmp); 1957 player_lvl_adj (op, tmp);
2054 } 1958 }
2055 1959
2056 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1960 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)]; 1961 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1962
2058 if (level_loss < 0) 1963 if (level_loss < 0)
2059 level_loss = 0; 1964 level_loss = 0;
1965
2060 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1966 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2061 1967
2062 op->stats.exp -= loss; 1968 op->stats.exp -= loss;
2063 player_lvl_adj (op, NULL); 1969 player_lvl_adj (op, NULL);
2064} 1970}
2065 1971
2076 if (level > MAX_SAVE_LEVEL) 1982 if (level > MAX_SAVE_LEVEL)
2077 level = MAX_SAVE_LEVEL; 1983 level = MAX_SAVE_LEVEL;
2078 1984
2079 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1985 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2080 return 0; 1986 return 0;
1987
2081 return 1; 1988 return 1;
2082} 1989}

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