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Comparing deliantra/server/common/living.C (file contents):
Revision 1.49 by root, Sat May 12 17:26:51 2007 UTC vs.
Revision 1.110 by root, Sun Mar 28 16:17:27 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
9 * 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
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * 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
19 * 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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* 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
29 * 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
30 * 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
31 */ 30 */
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236 235
237/* 236/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * 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)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * 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
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* 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,
349 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 265 */
352#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 268
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 270
357/* 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
358 * the object. 272 * the object.
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 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;
372 char message[MAX_BUF]; 287 char message[MAX_BUF];
373 int potion_max = 0; 288 int potion_max = 0;
374 289
375 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 292 MoveType prev_move_type = op->move_type;
378 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 296
381 if (op->type == PLAYER) 297 if (op->type == PLAYER)
382 { 298 {
383 if (tmp->type == POTION) 299 if (tmp->type == POTION)
384 { 300 {
385 potion_max = 1; 301 potion_max = 1;
302
386 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
387 { 304 {
388 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
389 306 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 307
393 /* 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 */
394 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
395 310
396 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * 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
399 * to allow for that. 313 * to allow for that.
400 */ 314 */
401 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 316 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j); 318 nstat = 20 + op->arch->stats.stat (j);
405 319
406 if (nstat != ostat) 320 if (nstat != ostat)
407 { 321 {
408 set_attr_value (&op->contr->orig_stats, j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 323 potion_max = 0;
410 } 324 }
411 else if (i) 325 else if (i)
412 { 326 {
413 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
417 331
418 /* 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
419 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway. 334 * recalculates this anyway.
421 */ 335 */
422 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
423 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));
424 338
425 check_stat_bounds (&op->stats); 339 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */ 340 } /* end of potion handling code */
427 } 341 }
428 342
429 /* 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
430 * everything to set 344 * everything to set
431 */ 345 */
432 if (flag == -1) 346 if (flag == -1)
433 { 347 {
434 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
440 */ 354 */
441 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
442 } 356 }
443 357
444 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
445 * 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
446 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
447 */ 361 */
448 op->update_stats (); 362 op->update_stats ();
449 363
450 /* 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
451 * print out message if this is a bow. 365 * print out message if this is a bow.
452 */ 366 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 { 368 {
455 success = 1; 369 success = 1;
456 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.");
457 } 371 }
458 372
459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
460 { 374 {
461 success = 1; 375 success = 1;
462 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.");
463 } 377 }
464 378
465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
466 { 380 {
467 success = 1; 381 success = 1;
468 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.");
469 } 383 }
470 384
471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
472 { 386 {
473 success = 1; 387 success = 1;
474 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.");
475 } 389 }
476 390
478 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
479 * 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
480 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
481 * from fly high) 395 * from fly high)
482 */ 396 */
483 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
484 { 398 {
485 success = 1; 399 success = 1;
486 400
487 /* 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
488 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
489 */ 403 */
490 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))
491 { 405 {
492 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.");
493 } 407 }
494 408
495 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
496 { 410 {
497 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land 412 * in that case, you don't actually land
499 */ 413 */
500 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
501 (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."));
502 } 416 }
503 417
504 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 420 }
510 421
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 423 * originally undead may change their status
513 */ 424 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 427 {
517 success = 1; 428 success = 1;
518 if (flag > 0) 429 if (flag > 0)
519 { 430 {
520 op->race = "undead"; 431 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 433 }
523 else 434 else
524 { 435 {
525 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 438 }
528 } 439 }
529 440
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 442 {
532 success = 1; 443 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 445 }
535 446
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 448 {
538 success = 1; 449 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 451 }
541 452
542 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 454 * vision
544 */ 455 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
546 { 457 {
547 success = 1; 458 success = 1;
548 if (flag > 0) 459 if (flag > 0)
549 { 460 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 463 else
553 { 464 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
557 op->contr->do_los = 1; 468 op->contr->do_los = 1;
558 } 469 }
559 } 470 }
560 else 471 else
561 { 472 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 475 else
565 { 476 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
569 op->contr->do_los = 1; 480 op->contr->do_los = 1;
570 } 481 }
571 } 482 }
572 } 483 }
573 484
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 486 {
576 success = 1; 487 success = 1;
577 if (op->type == PLAYER) 488 if (op->type == PLAYER)
578 op->contr->do_los = 1; 489 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 491 }
581 492
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 494 {
584 success = 1; 495 success = 1;
585 if (flag > 0) 496 if (flag > 0)
586 { 497 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 500 else
590 { 501 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 503 if (op->type == PLAYER)
593 op->contr->do_los = 1; 504 op->contr->do_los = 1;
594 } 505 }
595 } 506 }
596 else 507 else
597 { 508 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 511 else
601 { 512 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 514 if (op->type == PLAYER)
636 success = 1; 547 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 549 }
639 550
640 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
642 { 553 {
643 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
645 556
646 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
647 { 558 {
648 success = 1; 559 success = 1;
560
649 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
650 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
651 else 563 else
652 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
653 565
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 567 }
656 } 568 }
657 569
658 if (!potion_max) 570 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
661 { 572 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 573 {
664 success = 1; 574 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 576 }
667 }
668 }
669 577
670 return success; 578 return success;
671} 579}
672 580
673/* 581/*
684object::drain_specific_stat (int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
685{ 593{
686 object *tmp; 594 object *tmp;
687 archetype *at; 595 archetype *at;
688 596
689 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
690 if (!at) 598 if (!at)
691 { 599 {
692 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
693 return; 601 return;
694 } 602 }
696 { 604 {
697 tmp = present_arch_in_ob (at, this); 605 tmp = present_arch_in_ob (at, this);
698 606
699 if (!tmp) 607 if (!tmp)
700 { 608 {
701 tmp = arch_to_object (at); 609 tmp = at->instance ();
702 tmp = insert_ob_in_ob (tmp, this); 610 tmp = insert_ob_in_ob (tmp, this);
703 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
704 } 612 }
705 } 613 }
706 614
714 * via an applied bad_luck object. 622 * via an applied bad_luck object.
715 */ 623 */
716void 624void
717object::change_luck (int value) 625object::change_luck (int value)
718{ 626{
719 archetype *at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
720 if (!at) 628 if (!at)
721 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
722 else 630 else
723 { 631 {
724 object *tmp = present_arch_in_ob (at, this); 632 object *tmp = present_arch_in_ob (at, this);
726 if (!tmp) 634 if (!tmp)
727 { 635 {
728 if (!value) 636 if (!value)
729 return; 637 return;
730 638
731 tmp = arch_to_object (at); 639 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, this); 640 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
734 } 642 }
735 643
736 if (value) 644 if (value)
770 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
771 */ 679 */
772void 680void
773object::remove_statbonus () 681object::remove_statbonus ()
774{ 682{
775 stats.Str -= arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Dex -= arch->clone.stats.Dex; 684 {
777 stats.Con -= arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
778 stats.Wis -= arch->clone.stats.Wis; 686 stats.stat (i) -= v;
779 stats.Pow -= arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
780 stats.Cha -= arch->clone.stats.Cha; 688 }
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790} 689}
791 690
792/* 691/*
793 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
794 */ 693 */
795void 694void
796object::add_statbonus () 695object::add_statbonus ()
797{ 696{
798 stats.Str += arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Dex += arch->clone.stats.Dex; 698 {
800 stats.Con += arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
801 stats.Wis += arch->clone.stats.Wis; 700 stats.stat (i) += v;
802 stats.Pow += arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
803 stats.Cha += arch->clone.stats.Cha; 702 }
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
814 744
815/* 745/*
816 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
818 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
823 * spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
824 */ 754 */
825void 755void
826object::update_stats () 756object::update_stats ()
827{ 757{
828 int i, j;
829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
830 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
834 float old_speed = speed; 763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
835 767
836 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
837 if (type == PLAYER) 769 if (type == PLAYER)
838 { 770 {
771 contr->delayed_update = false;
772
839 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
841 775
842 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0; 777 contr->encumbrance = 0;
844 778
845 attacktype = 0; 779 attacktype = 0;
865 799
866 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
867 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
868 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
869 803
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874 808
875 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
876 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
877 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
878 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
879 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
880 814
881 chosen_skill = 0; 815 object *chosen_skill = 0;
882 816
883 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
884 * archetype clone 818 * archetype clone
885 */ 819 */
886 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
887 821
888 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
889 { 823 {
890 if (resist[i] > 0) 824 if (resist[i] > 0)
891 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
892 else 826 else
893 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
894 828
895 potion_resist[i] = 0; 829 potion_resist[i] = 0;
896 } 830 }
897 831
898 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
899 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
900 834
901 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
902 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
903 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
904 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
905 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
906 * that their protection from physical goes down 840 * that their protection from physical goes down
907 */ 841 */
908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 { 843 {
910 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
912 } 846 }
913 else 847 else
914 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
915 849
916 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
917 speed = arch->clone.speed; 851 speed = arch->speed;
918 852
919 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
920 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
921 */ 855 */
922 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
923 { 857 {
924 /* See note in map.c:update_position about making this additive
925 * since light sources are never applied, need to put check here.
926 */
927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
929
930 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
931 * applied so we can tell the player what changed. But change_abil 859 * applied so we can tell the player what changed. But change_abil
932 * then calls this function. 860 * then calls this function.
933 */ 861 */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
935 continue; 863 continue;
936 864
865 glow_radius += tmp->glow_radius;
866
937 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
938 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
939 { 869 {
940 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
941 if (IS_MANA_SKILL (tmp->subtype)) 871 if (IS_MANA_SKILL (tmp->subtype))
953 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp; 884 grace_obj = tmp;
955 } 885 }
956 } 886 }
957 887
958 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
959 * objects need to make adjustments. 889 * objects need to make adjustments.
960 * This block should handle all player specific changes 890 * This block should handle all player specific changes
961 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
962 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
965 * up, etc. 895 * up, etc.
966 */ 896 */
967 if ((tmp->flag [FLAG_APPLIED] 897 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER 898 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON) 899 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL
971 && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
972 { 901 {
973 if (type == PLAYER) 902 if (type == PLAYER)
974 { 903 {
904 contr->item_power += tmp->item_power;
905
975 if (tmp == contr->combat_ob || tmp == contr->ranged_ob) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
907 if (tmp != current_weapon
976 if (tmp != current_weapon && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)) 908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
977 continue; 911 continue;
978 912
979 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 914 stat_sum [i] += tmp->stats.stat (i);
981 915
982 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
983 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array.
985 */
986 if (tmp->type == WEAPON || tmp->type == BOW ||
987 tmp->type == ARMOUR || tmp->type == HELMET ||
988 tmp->type == SHIELD || tmp->type == RING ||
989 tmp->type == BOOTS || tmp->type == GLOVES ||
990 tmp->type == AMULET || tmp->type == GIRDLE ||
991 tmp->type == BRACERS || tmp->type == CLOAK ||
992 tmp->type == DISEASE || tmp->type == FORCE ||
993 tmp->type == SKILL)
994 { 917 {
995 contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
996 contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
997 contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
998 contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
999 contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1000 contr->item_power += tmp->item_power;
1001 } 924 }
1002 } /* if this is a player */ 925 } /* if this is a player */
1003 else 926 else
1004 { 927 {
1005 if (tmp->type == WEAPON) 928 if (tmp->type == WEAPON)
1006 current_weapon = tmp; 929 current_weapon = tmp;
1007 } 930 }
1008 931
1009 /* Update slots used for items */ 932 /* Update slots used for items */
1010 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 slot[i].used += tmp->slot[i].info; 935 slot[i].used += tmp->slot[i].info;
1013 936
1014 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1015 {
1016 speed_reduce_from_disease = tmp->last_sp / 100.f; 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1017 939
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 944 */
1027 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1028 { 946 {
1029 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1030 { 948 {
1031 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1033 */ 951 */
1034 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1035 { 953 {
1036 if (potion_resist[i]) 954 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1038 else 956 else
1039 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1040 } 958 }
1041 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 963 }
1046 } 964 }
1047 965
1048 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 { 968 {
1052 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type; 973 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1058 } 975 }
1059 976
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 978
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1070 981
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 983 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1085 added_speed += tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1086 } 997 }
1087 998
1088 switch (tmp->type) 999 switch (tmp->type)
1089 { 1000 {
1090#if 0
1091 case WAND:
1092 case ROD:
1093 case HORN:
1094 if (type != PLAYER || current_weapon == tmp)
1095 chosen_skill = tmp;
1096 break;
1097#endif
1098
1099 /* skills modifying the character -b.t. */ 1001 /* skills modifying the character -b.t. */
1100 /* for all skills and skill granting objects */ 1002 /* for all skills and skill granting objects */
1101 case SKILL: 1003 case SKILL:
1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1004 {
1005 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1103 break; 1006 break;
1104 1007
1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1108 if (chosen_skill) 1008 if (chosen_skill)
1009 {
1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1010 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1011 &name, &chosen_skill->name, &tmp->name);
1110 1012
1013 tmp->flag [FLAG_APPLIED] = false;
1014 update_stats ();
1015 return;
1016 }
1017 else
1111 chosen_skill = tmp; 1018 chosen_skill = tmp;
1112 1019
1113 if (tmp->stats.dam > 0) 1020 if (tmp->stats.dam > 0)
1114 { /* skill is a 'weapon' */ 1021 { /* skill is a 'weapon' */
1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1022 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1116 weapon_speed = WEAPON_SPEED (tmp); 1023 weapon_speed = WEAPON_SPEED (tmp);
1117 1024
1118 if (weapon_speed < 0) 1025 if (weapon_speed < 0)
1119 weapon_speed = 0; 1026 weapon_speed = 0;
1120 1027
1121 weapon_weight = tmp->weight; 1028 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1029 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1123 1030
1124 if (tmp->magic) 1031 if (tmp->magic)
1125 stats.dam += tmp->magic; 1032 stats.dam += tmp->magic;
1126 } 1033 }
1127 1034
1128 if (tmp->stats.wc) 1035 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic; 1036 wc -= tmp->stats.wc + tmp->magic;
1130 1037
1131 if (tmp->slaying) 1038 if (tmp->slaying)
1132 slaying = tmp->slaying; 1039 slaying = tmp->slaying;
1133 1040
1134 if (tmp->stats.ac) 1041 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic; 1042 ac -= tmp->stats.ac + tmp->magic;
1136 1043
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1044 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1045 contr->encumbrance += 3 * tmp->weight / 1000;
1139
1140 break; 1046 }
1141 1047
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break; 1048 break;
1148 1049
1149 case SHIELD: 1050 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1051 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000; 1052 contr->encumbrance += tmp->weight / 2000;
1053 //FALLTHROUGH
1152 case RING: 1054 case RING:
1153 case AMULET: 1055 case AMULET:
1154 case GIRDLE: 1056 case GIRDLE:
1155 case HELMET: 1057 case HELMET:
1156 case BOOTS: 1058 case BOOTS:
1165 if (tmp->stats.ac) 1067 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic; 1068 ac -= tmp->stats.ac + tmp->magic;
1167 1069
1168 break; 1070 break;
1169 1071
1072 case WAND:
1073 case ROD:
1074 case HORN:
1075 case SKILL_TOOL:
1076 if (type != PLAYER)
1077 chosen_skill = find_skill_by_name (this, tmp->skill);
1078 break;
1079
1170 case BOW: 1080 case BOW:
1171 case WEAPON: 1081 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp) 1082 if (type != PLAYER || current_weapon == tmp)
1173 { 1083 {
1084 chosen_skill = find_skill_by_name (this, tmp->skill);
1085
1174 wc -= tmp->stats.wc + tmp->magic; 1086 wc -= tmp->stats.wc + tmp->magic;
1175 1087
1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1088 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177 ac -= tmp->stats.ac + tmp->magic; 1089 ac -= tmp->stats.ac + tmp->magic;
1178 1090
1224 else /* To nullify the below effect */ 1136 else /* To nullify the below effect */
1225 ac += tmp->stats.ac + tmp->magic; 1137 ac += tmp->stats.ac + tmp->magic;
1226 } 1138 }
1227 1139
1228 if (tmp->stats.wc) 1140 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic); 1141 wc -= tmp->stats.wc + tmp->magic;
1230 1142
1231 if (tmp->stats.ac) 1143 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic); 1144 ac -= tmp->stats.ac + tmp->magic;
1233 1145
1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1146 if (ARMOUR_SPEED (tmp))
1235 max = ARMOUR_SPEED (tmp) / 10.f; 1147 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1236 1148
1237 break; 1149 break;
1238 } /* switch tmp->type */ 1150 } /* switch tmp->type */
1239 } /* item is equipped */ 1151 } /* item is equipped */
1240 } /* for loop of items */ 1152 } /* for loop of items */
1153
1154 if (type != PLAYER)
1155 this->chosen_skill = chosen_skill;
1156
1157 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1241 1158
1242 /* We've gone through all the objects the player has equipped. For many things, we 1159 /* We've gone through all the objects the player has equipped. For many things, we
1243 * have generated intermediate values which we now need to assign. 1160 * have generated intermediate values which we now need to assign.
1244 */ 1161 */
1245 1162
1247 * If there is an uncursed potion in effect, granting more protection 1164 * If there is an uncursed potion in effect, granting more protection
1248 * than that, we take: 'total resistance = resistance from potion'. 1165 * than that, we take: 'total resistance = resistance from potion'.
1249 * If there is a cursed (and no uncursed) potion in effect, we take 1166 * If there is a cursed (and no uncursed) potion in effect, we take
1250 * 'total resistance = vulnerability from cursed potion'. 1167 * 'total resistance = vulnerability from cursed potion'.
1251 */ 1168 */
1252 for (i = 0; i < NROFATTACKS; i++) 1169 for (int i = 0; i < NROFATTACKS; i++)
1253 { 1170 {
1254 resist[i] = prot[i] - vuln[i]; 1171 resist[i] = prot[i] - vuln[i];
1255 1172
1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1173 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1257 resist[i] = potion_resist[i]; 1174 resist[i] = potion_resist[i];
1258 } 1175 }
1259 1176
1260 /* Figure out the players sp/mana/hp totals. */
1261 if (type == PLAYER) 1177 if (type == PLAYER)
1262 { 1178 {
1179 // clamp various player stats
1180 for (int i = 0; i < NUM_STATS; ++i)
1181 stats.stat (i) = stat_sum [i];
1182
1183 check_stat_bounds (&stats);
1184
1185 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1186
1187 /* Figure out the players sp/mana/hp totals. */
1263 int pl_level; 1188 int pl_level;
1264 1189
1265 check_stat_bounds (&(stats));
1266 pl_level = level;
1267
1268 if (pl_level < 1)
1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1270 1191
1271 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1273 */ 1194 */
1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1275 { 1197 {
1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277 1199
1278 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1279 {
1280 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1281 j++; 1202 j++;
1282 else 1203 else
1283 j--; 1204 j--;
1284 }
1285 1205
1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1287 } 1207 }
1288 1208
1289 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1290 stats.maxhp += 2;
1291 1210
1292 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1293 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1294 1213
1295 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1308 1227
1309 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1310 stats.maxsp = 1; 1229 stats.maxsp = 1;
1311 else 1230 else
1312 { 1231 {
1313 sp_tmp = 0.f; 1232 float sp_tmp = 0.f;
1314 1233
1315 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1316 { 1235 {
1317 float stmp; 1236 float stmp;
1318 1237
1319 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1320 if (i < 2) 1239 if (i < 2)
1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1322 else 1241 else
1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1324 1243
1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1328 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1329 } 1245 }
1330 1246
1331 stats.maxsp = (sint16)sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1332
1333 for (i = 11; i <= mana_obj->level; i++)
1334 stats.maxsp += 2;
1335 } 1248 }
1249
1336 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1337 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1338 stats.sp = stats.maxsp * 2;
1339 1252
1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1341 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this; 1255 grace_obj = this;
1343 1256
1348 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1349 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1350 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1351 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1352 */ 1265 */
1353 sp_tmp = 0.f; 1266 float sp_tmp = 0.f;
1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1355 { 1269 {
1356 float grace_tmp = 0.f; 1270 float grace_tmp = 0.f;
1357 1271
1358 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1359 if (i < 2) 1273 if (i < 2)
1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1361 else 1275 else
1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1363 1277
1364 if (grace_tmp < 1.f)
1365 grace_tmp = 1.f;
1366
1367 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1368 } 1279 }
1369 1280
1370 stats.maxgrace = (sint16)sp_tmp;
1371
1372 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1373 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1374 stats.maxgrace += 2;
1375 } 1283 }
1284
1376 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1377 1286
1378 if (contr->braced) 1287 if (contr->braced)
1379 { 1288 {
1380 ac += 2; 1289 ac += 2;
1392 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1393 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1394 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1395 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1396 */ 1305 */
1306 object *wc_obj = chosen_skill;
1397 1307
1398 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1399 { 1309 {
1400 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401 1311
1402 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1403 { 1313 {
1404 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1405 if (!(i % 6)) 1315 if (!(i % 6))
1406 wc--; 1316 wc--;
1407 1317
1408 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 } 1321 }
1412 } 1322 }
1413 else 1323 else
1420 1330
1421 speed = 1.f + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1422 1332
1423 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1424 speed -= 1; 1334 speed -= 1;
1425
1426 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype;
1428
1429 } /* End if player */ 1335 } /* End if player */
1430 1336
1431 if (added_speed >= 0) 1337 if (added_speed >= 0)
1432 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1433 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1434 speed /= 1.f - added_speed; 1340 speed /= 1.f - added_speed;
1435 1341
1436 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1437 if (speed > max) 1343 speed = min (speed, max_speed);
1438 speed = max;
1439 1344
1440 if (type == PLAYER) 1345 if (type == PLAYER)
1441 { 1346 {
1442 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1443 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1444 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1445 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1446 */ 1351 */
1447 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1448 if (f > 0) 1353 if (f > 0.f)
1449 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1450 } 1355 }
1451 1356
1452 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1453 1359
1454 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1456 */ 1362 */
1457 speed = speed * speed_reduce_from_disease; 1363 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1458 1364
1459 if (speed < 0.01f && type == PLAYER) 1365 if (speed != old_speed)
1460 speed = 0.01f; 1366 set_speed (speed);
1461 1367
1462 if (type == PLAYER) 1368 if (type == PLAYER)
1463 { 1369 {
1464 /* (This formula was made by vidarl@ifi.uio.no) 1370 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1371 * Note that we never used these values again - basically
1467 * that would just be a real pain to read. 1373 * that would just be a real pain to read.
1468 */ 1374 */
1469 float M = (max_carry[stats.Str] - 121) / 121.f; 1375 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 float M2 = max_carry[stats.Str] / 100.f; 1376 float M2 = max_carry[stats.Str] / 100.f;
1471 float W = weapon_weight / 20000.f; 1377 float W = weapon_weight / 20000.f;
1472 float s = 2 - weapon_speed / 10.f; 1378 float s = (20 - weapon_speed) / 10.f;
1473 float D = (stats.Dex - 14) / 14.f; 1379 float D = (stats.Dex - 14) / 14.f;
1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1380 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475 1381
1476 K *= (4 + level) *1.2f / (6 + level); 1382 K *= (4 + level) * 1.2f / (6 + level);
1477 1383
1478 if (K <= 0.f) 1384 if (K <= 0.01f)
1479 K = 0.01f; 1385 K = 0.01f;
1480 1386
1481 float S = speed / (K * s); 1387 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1482
1483 contr->weapon_sp = S;
1484 } 1388 }
1485 1389
1486 /* I want to limit the power of small monsters with big weapons: */ 1390 /* I want to limit the power of small monsters with big weapons: */
1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1391 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1488 stats.dam = arch->clone.stats.dam * 3; 1392 stats.dam = arch->stats.dam * 3;
1489 1393
1490 /* Prevent overflows of wc - best you can get is ABS(120) - this 1394 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1491 * should be more than enough - remember, AC is also in 8 bits, 1395 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1492 * so its value is the same.
1493 */
1494 if (wc > 120)
1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1499 stats.wc = wc;
1500
1501 if (ac > 120)
1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1506 stats.ac = ac;
1507 1396
1508 /* if for some reason the creature doesn't have any move type, 1397 /* if for some reason the creature doesn't have any move type,
1509 * give them walking as a default. 1398 * give them walking as a default.
1510 * The second case is a special case - to more closely mimic the 1399 * The second case is a special case - to more closely mimic the
1511 * old behaviour - if your flying, your not walking - just 1400 * old behaviour - if your flying, your not walking - just
1514 if (move_type == 0) 1403 if (move_type == 0)
1515 move_type = MOVE_WALK; 1404 move_type = MOVE_WALK;
1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1405 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK; 1406 move_type &= ~MOVE_WALK;
1518 1407
1519 if (speed != old_speed) 1408 // now apply the new move_type
1520 set_speed (speed); 1409 if (this->move_type != move_type)
1410 change_move_type (move_type);
1521 1411
1522 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1523 * so we will check that now. 1413 * so we will check that now.
1524 */ 1414 */
1525 if (type == PLAYER) 1415 if (is_player ())
1526 { 1416 contr->update_spells ();
1527 esrv_update_stats (contr);
1528 esrv_update_spells (contr);
1529 }
1530 1417
1531 // update the mapspace, if we are on a map 1418 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map) 1419 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0; 1420 map->at (x, y).flags_ = 0;
1421}
1422
1423void
1424object::set_glow_radius (sint8 rad)
1425{
1426 glow_radius = rad;
1427
1428 if (is_on_map ())
1429 update_all_los (map, x, y);
1430 else if (object *env = outer_env ())
1431 {
1432 env->update_stats ();
1433
1434 if (env->is_on_map ())
1435 update_all_los (env->map, env->x, env->y);
1436 }
1534} 1437}
1535 1438
1536/* 1439/*
1537 * Returns true if the given player is a legal class. 1440 * Returns true if the given player is a legal class.
1538 * The function to add and remove class-bonuses to the stats doesn't 1441 * The function to add and remove class-bonuses to the stats doesn't
1554 1457
1555/* 1458/*
1556 * set the new dragon name after gaining levels or 1459 * set the new dragon name after gaining levels or
1557 * changing ability focus (later this can be extended to 1460 * changing ability focus (later this can be extended to
1558 * eventually change the player's face and animation) 1461 * eventually change the player's face and animation)
1559 *
1560 * Note that the title is written to 'own_title' in the
1561 * player struct. This should be changed to 'ext_title'
1562 * as soon as clients support this!
1563 * Please, anyone, write support for 'ext_title'.
1564 */ 1462 */
1565void 1463void
1566set_dragon_name (object *pl, const object *abil, const object *skin) 1464set_dragon_name (object *pl, const object *abil, const object *skin)
1567{ 1465{
1568 int atnr = -1; /* attacknumber of highest level */ 1466 int atnr = -1; /* attacknumber of highest level */
1586 /* now if there are equals at highest level, pick the one with focus, 1484 /* now if there are equals at highest level, pick the one with focus,
1587 or else at random */ 1485 or else at random */
1588 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1486 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1589 atnr = abil->stats.exp; 1487 atnr = abil->stats.exp;
1590 1488
1591 level = (int) (level / 5.);
1592
1593 /* now set the new title */ 1489 /* now set the new title */
1594 if (pl->contr != NULL)
1595 {
1596 if (level == 0)
1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1490 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1598 else if (level == 1)
1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1491 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1600 else if (level == 2)
1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1492 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1602 else if (level == 3)
1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1493 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1604 else 1494 else
1605 { 1495 {
1606 /* special titles for extra high resistance! */ 1496 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1497 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1498 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1611 else
1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1499 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1613 }
1614 } 1500 }
1615 1501
1616 strcpy (pl->contr->own_title, ""); 1502 strcpy (pl->contr->own_title, "");
1617} 1503}
1618 1504
1619/* 1505/*
1620 * This function is called when a dragon-player gains 1506 * This function is called when a dragon-player gains
1621 * an overall level. Here, the dragon might gain new abilities 1507 * an overall level. Here, the dragon might gain new abilities
1622 * or change the ability-focus. 1508 * or change the ability-focus.
1623 */ 1509 */
1624void 1510static void
1625dragon_level_gain (object *who) 1511dragon_level_gain (object *who)
1626{ 1512{
1627 object *abil = NULL; /* pointer to dragon ability force */ 1513 object *abil = NULL; /* pointer to dragon ability force */
1628 object *skin = NULL; /* pointer to dragon skin force */ 1514 object *skin = NULL; /* pointer to dragon skin force */
1629 object *tmp = NULL; /* tmp. object */ 1515 object *tmp = NULL; /* tmp. object */
1630 char buf[MAX_BUF]; /* tmp. string buffer */ 1516 char buf[MAX_BUF]; /* tmp. string buffer */
1631 1517
1632 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1518 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1636 for (tmp = who->inv; tmp; tmp = tmp->below) 1519 for (tmp = who->inv; tmp; tmp = tmp->below)
1637 if (tmp->type == FORCE) 1520 if (tmp->type == FORCE)
1638 if (tmp->arch->name == dragon_ability_force) 1521 if (tmp->arch->archname == shstr_dragon_ability_force)
1639 abil = tmp; 1522 abil = tmp;
1640 else if (tmp->arch->name == dragon_skin_force) 1523 else if (tmp->arch->archname == shstr_dragon_skin_force)
1641 skin = tmp; 1524 skin = tmp;
1642 1525
1643 /* if the force is missing -> bail out */ 1526 /* if the force is missing -> bail out */
1644 if (abil == NULL) 1527 if (abil == NULL)
1645 return; 1528 return;
1688 object *skill_obj; 1571 object *skill_obj;
1689 1572
1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1573 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1691 if (!skill_obj) 1574 if (!skill_obj)
1692 { 1575 {
1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1576 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1694 return NULL; 1577 return NULL;
1695 } 1578 }
1579
1696 /* clear the flag - exp goes into this bucket, but player 1580 /* clear the flag - exp goes into this bucket, but player
1697 * still doesn't know it. 1581 * still doesn't know it.
1698 */ 1582 */
1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1583 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1700 skill_obj->stats.exp = 0; 1584 skill_obj->stats.exp = 0;
1701 skill_obj->level = 1; 1585 skill_obj->level = 1;
1702 insert_ob_in_ob (skill_obj, op); 1586 op->insert (skill_obj);
1703 1587
1704 if (op->contr) 1588 if (player *pl = op->contr)
1705 { 1589 pl->link_skills ();
1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1709 }
1710 1590
1711 return skill_obj; 1591 return skill_obj;
1712} 1592}
1713
1714 1593
1715/* player_lvl_adj() - for the new exp system. we are concerned with 1594/* player_lvl_adj() - for the new exp system. we are concerned with
1716 * whether the player gets more hp, sp and new levels. 1595 * whether the player gets more hp, sp and new levels.
1717 * Note this this function should only be called for players. Monstes 1596 * Note this this function should only be called for players. Monstes
1718 * don't really gain levels 1597 * don't really gain levels
1721 */ 1600 */
1722void 1601void
1723player_lvl_adj (object *who, object *op) 1602player_lvl_adj (object *who, object *op)
1724{ 1603{
1725 char buf[MAX_BUF]; 1604 char buf[MAX_BUF];
1605 bool changed = false;
1726 1606
1727 if (!op) /* when rolling stats */ 1607 if (!op) /* when rolling stats */
1728 op = who; 1608 op = who;
1729 1609
1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1610 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 { 1611 {
1612 changed = true;
1613
1732 op->level++; 1614 op->level++;
1733 1615
1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1616 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1735 dragon_level_gain (who); 1617 dragon_level_gain (who);
1736 1618
1737 /* Only roll these if it is the player (who) that gained the level */ 1619 /* Only roll these if it is the player (who) that gained the level */
1738 if (op == who && (who->level < 11) && who->type == PLAYER) 1620 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 { 1621 {
1740 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1622 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1741 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1623 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1624 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1743 } 1625 }
1744 1626
1745 who->update_stats ();
1746 if (op->level > 1) 1627 if (op->level > 1)
1747 { 1628 {
1748 if (op->type != PLAYER) 1629 if (op->type != PLAYER)
1630 {
1631 who->contr->play_sound (sound_find ("skill_up"));
1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1632 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1633 }
1750 else 1634 else
1635 {
1636 who->contr->play_sound (sound_find ("level_up"));
1751 sprintf (buf, "You are now level %d.", op->level); 1637 sprintf (buf, "You are now level %d.", op->level);
1638 }
1639
1752 if (who) 1640 if (who)
1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1641 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 } 1642 }
1755 player_lvl_adj (who, op); /* To increase more levels */
1756 } 1643 }
1644
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1645 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 { 1646 {
1647 changed = true;
1648
1759 op->level--; 1649 op->level--;
1760 who->update_stats (); 1650
1761 if (op->type != PLAYER) 1651 if (op->type != PLAYER)
1762 { 1652 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1653 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1654 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 } 1655 }
1766 player_lvl_adj (who, op); /* To decrease more levels */
1767 } 1656 }
1768 1657
1769 /* check if the spell data has changed */ 1658 if (changed)
1770 esrv_update_stats (who->contr); 1659 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1771 esrv_update_spells (who->contr);
1772} 1660}
1773 1661
1774/* 1662/*
1775 * Returns how much experience is needed for a player to become 1663 * Returns how much experience is needed for a player to become
1776 * the given level. level should really never exceed max_level 1664 * the given level. level should really never exceed max_level
1820 * flag is what to do if the player doesn't have the skill: 1708 * flag is what to do if the player doesn't have the skill:
1821 */ 1709 */
1822static void 1710static void
1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1711add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1824{ 1712{
1825 object *skill_obj = NULL; 1713 object *skill_obj;
1826 sint64 limit, exp_to_add; 1714 sint64 limit, exp_to_add;
1827 int i; 1715 int i;
1828 1716
1829 /* prevents some forms of abuse. */ 1717 /* prevents some forms of abuse. */
1830 if (op->contr->braced) 1718 if (op->contr->braced)
1833 /* Try to find the matching skill. 1721 /* Try to find the matching skill.
1834 * We do a shortcut/time saving mechanism first - see if it matches 1722 * We do a shortcut/time saving mechanism first - see if it matches
1835 * chosen_skill. This means we don't need to search through 1723 * chosen_skill. This means we don't need to search through
1836 * the players inventory. 1724 * the players inventory.
1837 */ 1725 */
1726 skill_obj = 0;
1727
1838 if (skill_name) 1728 if (skill_name)
1839 { 1729 {
1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1730 skill_obj = op->contr->find_skill (skill_name);
1841 skill_obj = op->chosen_skill;
1842 else
1843 {
1844 for (i = 0; i < NUM_SKILLS; i++)
1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1846 {
1847 skill_obj = op->contr->last_skill_ob[i];
1848 break;
1849 }
1850 1731
1851 /* Player doesn't have the skill. Check to see what to do, and give 1732 /* Player doesn't have the skill. Check to see what to do, and give
1852 * it to the player if necessary 1733 * it to the player if necessary
1853 */ 1734 */
1854 if (!skill_obj) 1735 if (!skill_obj)
1855 { 1736 {
1856 if (flag == SK_EXP_NONE) 1737 if (flag == SK_EXP_NONE)
1857 return; 1738 return;
1739
1858 else if (flag == SK_EXP_ADD_SKILL) 1740 if (flag == SK_EXP_ADD_SKILL)
1859 give_skill_by_name (op, skill_name); 1741 skill_obj = give_skill_by_name (op, skill_name);
1860 }
1861 } 1742 }
1862 } 1743 }
1863 1744
1864 if (flag != SK_EXP_SKILL_ONLY) 1745 if (flag != SK_EXP_SKILL_ONLY)
1865 { 1746 {
1898 player_lvl_adj (op, skill_obj); 1779 player_lvl_adj (op, skill_obj);
1899 } 1780 }
1900} 1781}
1901 1782
1902/* This function checks to make sure that object 'op' can 1783/* This function checks to make sure that object 'op' can
1903 * lost 'exp' experience. It returns the amount of exp 1784 * lose 'exp' experience. It returns the amount of exp
1904 * object 'op' can in fact lose - it basically makes 1785 * object 'op' can in fact lose - it basically makes
1905 * adjustments based on permanent exp and the like. 1786 * adjustments based on permanent exp and the like.
1906 * This function should always be used for losing experience - 1787 * This function should always be used for losing experience -
1907 * the 'exp' value passed should be positive - this is the 1788 * the 'exp' value passed should be positive - this is the
1908 * amount that should get subtract from the player. 1789 * amount that should get subtract from the player.
1909 */ 1790 */
1910sint64 1791static sint64
1911check_exp_loss (const object *op, sint64 exp) 1792check_exp_loss (const object *op, sint64 exp)
1912{ 1793{
1913 sint64 del_exp; 1794 sint64 del_exp;
1914 1795
1915 if (exp > op->stats.exp) 1796 if (exp > op->stats.exp)
1916 exp = op->stats.exp; 1797 exp = op->stats.exp;
1798
1917 if (settings.permanent_exp_ratio) 1799 if (settings.permanent_exp_ratio)
1918 { 1800 {
1919 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1801 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1802
1920 if (del_exp < 0) 1803 if (del_exp < 0)
1921 del_exp = 0; 1804 del_exp = 0;
1805
1922 if (exp > del_exp) 1806 if (exp > del_exp)
1923 exp = del_exp; 1807 exp = del_exp;
1924 } 1808 }
1809
1925 return exp; 1810 return exp;
1926} 1811}
1927 1812
1928sint64 1813sint64
1929check_exp_adjust (const object *op, sint64 exp) 1814check_exp_adjust (const object *op, sint64 exp)
1930{ 1815{
1931 if (exp < 0) 1816 if (exp < 0)
1932 return check_exp_loss (op, exp); 1817 return check_exp_loss (op, exp);
1933 else 1818 else
1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1819 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1935} 1820}
1936
1937 1821
1938/* Subtracts experience from player. 1822/* Subtracts experience from player.
1939 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1823 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1940 * only subtract from the matching skill. Otherwise, 1824 * only subtract from the matching skill. Otherwise,
1941 * this subtracts a portion from all 1825 * this subtracts a portion from all
1955 sint64 del_exp; 1839 sint64 del_exp;
1956 1840
1957 for (tmp = op->inv; tmp; tmp = tmp->below) 1841 for (tmp = op->inv; tmp; tmp = tmp->below)
1958 if (tmp->type == SKILL && tmp->stats.exp) 1842 if (tmp->type == SKILL && tmp->stats.exp)
1959 { 1843 {
1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1844 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1961 { 1845 {
1962 del_exp = check_exp_loss (tmp, exp); 1846 del_exp = check_exp_loss (tmp, exp);
1963 tmp->stats.exp -= del_exp; 1847 tmp->stats.exp -= del_exp;
1964 player_lvl_adj (op, tmp); 1848 player_lvl_adj (op, tmp);
1965 } 1849 }
2053 * amount of permenent experience, whichever gives the lowest loss. 1937 * amount of permenent experience, whichever gives the lowest loss.
2054 */ 1938 */
2055void 1939void
2056apply_death_exp_penalty (object *op) 1940apply_death_exp_penalty (object *op)
2057{ 1941{
2058 object *tmp;
2059 sint64 loss; 1942 sint64 loss;
2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1943 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1944 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2062 1945
2063 for (tmp = op->inv; tmp; tmp = tmp->below) 1946 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2064 if (tmp->type == SKILL && tmp->stats.exp) 1947 if (tmp->type == SKILL && tmp->stats.exp)
2065 { 1948 {
2066
2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1949 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1950 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2069 1951
2070 /* With the revised exp system, you can get cases where 1952 /* With the revised exp system, you can get cases where
2071 * losing several levels would still require that you have more 1953 * losing several levels would still require that you have more
2072 * exp than you currently have - this is true if the levels 1954 * exp than you currently have - this is true if the levels
2073 * tables is a lot harder. 1955 * tables is a lot harder.
2074 */ 1956 */
2075 if (level_loss < 0) 1957 if (level_loss < 0)
2076 level_loss = 0; 1958 level_loss = 0;
2077 1959
2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1960 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2079 1961
2080 tmp->stats.exp -= loss; 1962 tmp->stats.exp -= loss;
2081 player_lvl_adj (op, tmp); 1963 player_lvl_adj (op, tmp);
2082 } 1964 }
2083 1965
2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1966 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1967 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1968
2086 if (level_loss < 0) 1969 if (level_loss < 0)
2087 level_loss = 0; 1970 level_loss = 0;
1971
2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1972 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2089 1973
2090 op->stats.exp -= loss; 1974 op->stats.exp -= loss;
2091 player_lvl_adj (op, NULL); 1975 player_lvl_adj (op, NULL);
2092} 1976}
2093 1977

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