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Comparing deliantra/server/common/living.C (file contents):
Revision 1.17 by root, Mon Dec 11 21:32:16 2006 UTC vs.
Revision 1.114 by root, Sun Mar 28 18:44:21 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "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!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
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}
269 235
270/* 236/*
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 */
274
275void 240void
276change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
277{ 242{
278 if (value == 0) 243 stats->stat (attr) += value;
279 return;
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:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 244}
334 245
335/* 246/*
336 * 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
337 * 1-30 stat limit. 248 * 1-30 stat limit.
338 */ 249 */
339
340void 250void
341check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
342{ 252{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
347 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 257 }
350} 258}
351 259
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 261
354/* 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,
355 * 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
356 * 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.
357 */ 265 */
358#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
360 268
361/* 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. */
362 270
363/* 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
364 * the object. 272 * the object.
365 * 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
366 * can be applied or not. 274 * can be applied or not.
367 * 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
368 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
369 * 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
370 * 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
371 * 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
372 * that gives them that ability. 280 * that gives them that ability.
373 */ 281 */
374int 282int
375change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
376{ 284{
377 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;
378 char message[MAX_BUF]; 287 char message[MAX_BUF];
379 int potion_max = 0; 288 int potion_max = 0;
380 289
381 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
384 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 296
387 if (op->type == PLAYER) 297 if (op->type == PLAYER)
388 { 298 {
389 if (tmp->type == POTION) 299 if (tmp->type == POTION)
390 { 300 {
391 potion_max = 1; 301 potion_max = 1;
302
392 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
393 { 304 {
394 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
395 306 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 307
399 /* 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 */
400 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
401 310
402 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * 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
405 * to allow for that. 313 * to allow for that.
406 */ 314 */
407 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 316 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 318 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
412 }
413 if (nstat != ostat) 320 if (nstat != ostat)
414 { 321 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 323 potion_max = 0;
417 } 324 }
418 else if (i) 325 else if (i)
419 { 326 {
420 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 328 potion_max = 1;
422 } 329 }
423 } 330 }
331
424 /* 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
425 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 334 * recalculates this anyway.
427 */ 335 */
428 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
429 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
430 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 340 } /* end of potion handling code */
432 } 341 }
433 342
434 /* 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
435 * everything to set 344 * everything to set
436 */ 345 */
437 if (flag == -1) 346 if (flag == -1)
438 { 347 {
439 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 353 * and not the other move_ fields.
445 */ 354 */
446 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
447 } 356 }
448 357
449 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
450 * 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
451 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
452 */ 361 */
453 fix_player (op); 362 op->update_stats ();
454 363
455 /* 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
456 * print out message if this is a bow. 365 * print out message if this is a bow.
457 */ 366 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 368 {
460 success = 1; 369 success = 1;
461 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.");
462 } 371 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 374 {
465 success = 1; 375 success = 1;
466 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.");
467 } 377 }
468 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])
469 { 380 {
470 success = 1; 381 success = 1;
471 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.");
472 } 383 }
473 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])
474 { 386 {
475 success = 1; 387 success = 1;
476 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.");
477 } 389 }
390
478 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
480 * 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
481 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 395 * from fly high)
483 */ 396 */
484 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
485 { 398 {
486 success = 1; 399 success = 1;
487 400
488 /* 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
489 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
490 */ 403 */
491 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))
492 { 405 {
493 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.");
494 } 407 }
495 408
496 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 410 {
498 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 412 * in that case, you don't actually land
500 */ 413 */
501 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 416 }
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 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 448 {
537 success = 1; 449 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 451 }
452
540 /* 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
541 * vision 454 * vision
542 */ 455 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
544 { 457 {
545 success = 1; 458 success = 1;
546 if (flag > 0) 459 if (flag > 0)
547 { 460 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
549 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.");
550 else 463 else
551 { 464 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
555 op->contr->do_los = 1; 468 op->contr->do_los = 1;
556 } 469 }
557 } 470 }
558 else 471 else
559 { 472 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
561 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.");
562 else 475 else
563 { 476 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
567 op->contr->do_los = 1; 480 op->contr->do_los = 1;
568 } 481 }
569 } 482 }
570 } 483 }
571 484
572 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])
573 { 486 {
574 success = 1; 487 success = 1;
575 if (op->type == PLAYER) 488 if (op->type == PLAYER)
576 op->contr->do_los = 1; 489 op->contr->do_los = 1;
577 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.");
578 } 491 }
579 492
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 494 {
582 success = 1; 495 success = 1;
583 if (flag > 0) 496 if (flag > 0)
584 { 497 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
586 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.");
587 else 500 else
588 { 501 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 503 if (op->type == PLAYER)
591 op->contr->do_los = 1; 504 op->contr->do_los = 1;
592 } 505 }
593 } 506 }
594 else 507 else
595 { 508 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
597 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.");
598 else 511 else
599 { 512 {
600 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.");
601 if (op->type == PLAYER) 514 if (op->type == PLAYER)
634 success = 1; 547 success = 1;
635 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.");
636 } 549 }
637 550
638 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
640 { 553 {
641 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
643 556
644 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
645 { 558 {
646 success = 1; 559 success = 1;
560
647 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
648 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]);
649 else 563 else
650 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]);
651 565
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 567 }
654 } 568 }
655 569
656 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
659 { 572 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 573 {
662 success = 1; 574 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 576 }
665 } 577
666 }
667 return success; 578 return success;
668} 579}
669 580
670/* 581/*
671 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 584 */
674
675void 585void
676drain_stat (object *op) 586object::drain_stat ()
677{ 587{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
679} 589}
680 590
681void 591void
682drain_specific_stat (object *op, int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
683{ 593{
684 object *tmp; 594 object *tmp;
685 archetype *at; 595 archetype *at;
686 596
687 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
688 if (!at) 598 if (!at)
689 { 599 {
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 601 return;
692 } 602 }
693 else 603 else
694 { 604 {
695 tmp = present_arch_in_ob (at, op); 605 tmp = present_arch_in_ob (at, this);
606
696 if (!tmp) 607 if (!tmp)
697 { 608 {
698 tmp = arch_to_object (at); 609 tmp = at->instance ();
699 tmp = insert_ob_in_ob (tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
701 } 612 }
702 } 613 }
703 614
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 617 update_stats ();
707} 618}
708 619
709/* 620/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 622 * via an applied bad_luck object.
712 */ 623 */
713
714void 624void
715change_luck (object *op, int value) 625object::change_luck (int value)
716{ 626{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
722 if (!at) 628 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 630 else
725 { 631 {
726 tmp = present_arch_in_ob (at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
727 if (!tmp) 634 if (!tmp)
728 { 635 {
729 if (!value) 636 if (!value)
730 return; 637 return;
731 tmp = arch_to_object (at); 638
639 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, op); 640 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
734 } 642 }
643
735 if (value) 644 if (value)
736 { 645 {
737 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 648 * in op itself).
740 */ 649 */
741 new_luck = tmp->stats.luck + value; 650 int new_luck = tmp->stats.luck + value;
651
742 if (new_luck >= -100 && new_luck <= 100) 652 if (new_luck >= -100 && new_luck <= 100)
743 { 653 {
744 op->stats.luck += value; 654 stats.luck += value;
745 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
746 } 656 }
747 } 657 }
748 else 658 else
749 { 659 {
750 if (!tmp->stats.luck) 660 if (!tmp->stats.luck)
751 {
752 return; 661 return;
753 } 662
754 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
756 */ 665 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 667 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 669
761 op->stats.luck += diff; 670 stats.luck += diff;
762 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
763 } 672 }
764 } 673 }
765 } 674 }
766} 675}
767 676
768/* 677/*
769 * 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.
770 */ 679 */
771
772void 680void
773remove_statbonus (object *op) 681object::remove_statbonus ()
774{ 682{
775 op->stats.Str -= op->arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 684 {
777 op->stats.Con -= op->arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 686 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 688 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 689}
790 690
791/* 691/*
792 * 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.
793 */ 693 */
794
795void 694void
796add_statbonus (object *op) 695object::add_statbonus ()
797{ 696{
798 op->stats.Str += op->arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 698 {
800 op->stats.Con += op->arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 700 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 702 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 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;
813 744
814/* 745/*
815 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
817 * 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.
818 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
820 */ 751 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
824 */ 754 */
825
826void 755void
827fix_player (object *op) 756object::update_stats ()
828{ 757{
829 int i, j;
830 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;
831 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
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 (op->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 { 774 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 775
842 }
843 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 777 contr->encumbrance = 0;
845 778
846 op->attacktype = 0; 779 attacktype = 0;
780
847 op->contr->digestion = 0; 781 contr->digestion = 0;
848 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 786 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 787 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
865 op->slaying = 0; 792 slaying = 0;
866 793
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 795 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 798 }
872 799
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 803
885 op->path_attuned = op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 808
890 op->chosen_skill = NULL; 809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
815 object *chosen_skill = 0;
891 816
892 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
893 * archetype clone 818 * archetype clone
894 */ 819 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
896 821
897 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
898 { 823 {
899 if (op->resist[i] > 0) 824 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
901 else 826 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 827 vuln[i] = -resist[i], prot[i] = 0;
828
903 potion_resist[i] = 0; 829 potion_resist[i] = -1000;
904 } 830 }
905 831
906 wc = op->arch->clone.stats.wc; 832 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
908 834
909 /* 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,
910 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
911 * 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 -
912 * 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,
913 * 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
914 * that their protection from physical goes down 840 * that their protection from physical goes down
915 */ 841 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 843 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 846 }
921 else 847 else
922 ac = op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
923 849
924 op->stats.luck = op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
926 852
927 /* 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.
928 * 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.
929 */ 855 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 860 * then calls this function.
942 */ 861 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 863 continue;
946 } 864
865 glow_radius += tmp->glow_radius;
947 866
948 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
950 { 869 {
951 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
954 if (!mana_obj) 873 if (!mana_obj)
955 mana_obj = tmp; 874 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 875 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 876 mana_obj = tmp;
958 } 877 }
878
959 if (IS_GRACE_SKILL (tmp->subtype)) 879 if (IS_GRACE_SKILL (tmp->subtype))
960 { 880 {
961 if (!grace_obj) 881 if (!grace_obj)
962 grace_obj = tmp; 882 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 884 grace_obj = tmp;
965 } 885 }
966 } 886 }
967 887
968 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 889 * objects need to make adjustments.
970 * This block should handle all player specific changes 890 * This block should handle all player specific changes
971 * 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
972 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
973 * 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,
974 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
975 * up, etc. 895 * up, etc.
976 */ 896 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 901 {
980 if (op->type == PLAYER) 902 if (type == PLAYER)
981 { 903 {
982 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 905
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
987 912
988 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] += tmp->stats.stat (i);
990 915
991 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 917 {
1004 op->contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1005 op->contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1006 op->contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1007 op->contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1008 op->contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 op->contr->item_power += tmp->item_power;
1010 } 924 }
1011 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1012 931
1013 /* Update slots used for items */ 932 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
1015 {
1016 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1017 op->body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1018 }
1019 936
1020 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 if (speed_reduce_from_disease == 0)
1024 speed_reduce_from_disease = 1;
1025 }
1026 939
1027 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1028 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1029 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1030 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1031 */ 944 */
945 if (tmp->type == POTION_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++)
947 max_it (potion_resist[i], tmp->resist[i]);
1032 if (tmp->type != POTION) 948 else if (tmp->type != POTION)
949 for (int i = 0; i < NROFATTACKS; i++)
950 if (tmp->resist[i] > 0)
951 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
952 else if (tmp->resist[i] < 0)
953 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
954
955 /* There may be other things that should not adjust the attacktype */
956 if (tmp->type != SYMPTOM)
1033 { 957 {
1034 for (i = 0; i < NROFATTACKS; i++) 958 attacktype |= tmp->attacktype;
1035 { 959 path_attuned |= tmp->path_attuned;
1036 /* Potential for cursed potions, in which case we just can use 960 path_repelled |= tmp->path_repelled;
1037 * a straight MAX, as potion_resist is initialized to zero. 961 path_denied |= tmp->path_denied;
1038 */ 962 move_type |= tmp->move_type;
1039 if (tmp->type == POTION_EFFECT) 963 stats.luck += tmp->stats.luck;
1040 {
1041 if (potion_resist[i])
1042 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1043 else
1044 potion_resist[i] = tmp->resist[i];
1045 }
1046 else if (tmp->resist[i] > 0)
1047 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1048 else if (tmp->resist[i] < 0)
1049 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1050 }
1051 } 964 }
1052 965
1053 /* There may be other things that should not adjust the attacktype */ 966 flag |= tmp->flag & copy_flags;
1054 if (tmp->type != BOW && tmp->type != SYMPTOM)
1055 op->attacktype |= tmp->attacktype;
1056 967
1057 op->path_attuned |= tmp->path_attuned;
1058 op->path_repelled |= tmp->path_repelled;
1059 op->path_denied |= tmp->path_denied;
1060 op->stats.luck += tmp->stats.luck;
1061 op->move_type |= tmp->move_type;
1062
1063 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1064 SET_FLAG (op, FLAG_LIFESAVE);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1066 SET_FLAG (op, FLAG_REFL_SPELL);
1067 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1068 SET_FLAG (op, FLAG_REFL_MISSILE);
1069 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1070 SET_FLAG (op, FLAG_STEALTH);
1071 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1072 SET_FLAG (op, FLAG_XRAYS);
1073 if (QUERY_FLAG (tmp, FLAG_BLIND))
1074 SET_FLAG (op, FLAG_BLIND);
1075 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1076 SET_FLAG (op, FLAG_SEE_IN_DARK);
1077
1078 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 968 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1079 SET_FLAG (op, FLAG_UNDEAD); 969 SET_FLAG (this, FLAG_UNDEAD);
1080 970
1081 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 971 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1082 { 972 {
1083 SET_FLAG (op, FLAG_MAKE_INVIS); 973 SET_FLAG (this, FLAG_MAKE_INVIS);
1084 op->invisible = 1; 974 invisible = 1;
1085 } 975 }
1086 976
1087 if (tmp->stats.exp && tmp->type != SKILL) 977 if (tmp->stats.exp && tmp->type != SKILL)
1088 { 978 {
1089 if (tmp->stats.exp > 0) 979 if (tmp->stats.exp > 0)
1090 { 980 {
1091 added_speed += (float) tmp->stats.exp / 3.0; 981 added_speed += tmp->stats.exp / 3.f;
1092 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 982 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1093 } 983 }
1094 else 984 else
1095 added_speed += (float) tmp->stats.exp; 985 added_speed += tmp->stats.exp;
1096 } 986 }
1097 987
1098 switch (tmp->type) 988 switch (tmp->type)
1099 { 989 {
1100 /* skills modifying the character -b.t. */ 990 /* skills modifying the character -b.t. */
1101 /* for all skills and skill granting objects */ 991 /* for all skills and skill granting objects */
1102 case SKILL: 992 case SKILL:
1103 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 993 {
994 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1104 break; 995 break;
1105 996
1106 if (IS_COMBAT_SKILL (tmp->subtype))
1107 wc_obj = tmp;
1108
1109 if (op->chosen_skill) 997 if (chosen_skill)
998 {
1110 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 999 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1000 &name, &chosen_skill->name, &tmp->name);
1111 1001
1002 tmp->flag [FLAG_APPLIED] = false;
1003 update_stats ();
1004 return;
1005 }
1006 else
1112 op->chosen_skill = tmp; 1007 chosen_skill = tmp;
1113 1008
1114 if (tmp->stats.dam > 0) 1009 if (tmp->stats.dam > 0)
1115 { /* skill is a 'weapon' */ 1010 { /* skill is a 'weapon' */
1116 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1011 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1117 weapon_speed = (int) WEAPON_SPEED (tmp); 1012 weapon_speed = WEAPON_SPEED (tmp);
1013
1118 if (weapon_speed < 0) 1014 if (weapon_speed < 0)
1119 weapon_speed = 0; 1015 weapon_speed = 0;
1016
1120 weapon_weight = tmp->weight; 1017 weapon_weight = tmp->weight;
1121 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1018 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1019
1122 if (tmp->magic) 1020 if (tmp->magic)
1123 op->stats.dam += tmp->magic; 1021 stats.dam += tmp->magic;
1124 } 1022 }
1125 1023
1126 if (tmp->stats.wc) 1024 if (tmp->stats.wc)
1127 wc -= (tmp->stats.wc + tmp->magic); 1025 wc -= tmp->stats.wc + tmp->magic;
1128 1026
1129 if (tmp->slaying != NULL) 1027 if (tmp->slaying)
1130 op->slaying = tmp->slaying; 1028 slaying = tmp->slaying;
1131 1029
1132 if (tmp->stats.ac) 1030 if (tmp->stats.ac)
1133 ac -= (tmp->stats.ac + tmp->magic); 1031 ac -= tmp->stats.ac + tmp->magic;
1032
1134 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1033 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1135 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1034 contr->encumbrance += 3 * tmp->weight / 1000;
1035 }
1136 1036
1137 if (op->type == PLAYER)
1138 op->contr->ranges[range_skill] = op;
1139 break; 1037 break;
1140 1038
1141 case SKILL_TOOL:
1142 if (op->chosen_skill)
1143 {
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1145 }
1146 op->chosen_skill = tmp;
1147 if (op->type == PLAYER)
1148 op->contr->ranges[range_skill] = op;
1149 break;
1150
1151 case SHIELD: 1039 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1040 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 op->contr->encumbrance += (int) tmp->weight / 2000; 1041 contr->encumbrance += tmp->weight / 2000;
1042 //FALLTHROUGH
1154 case RING: 1043 case RING:
1155 case AMULET: 1044 case AMULET:
1156 case GIRDLE: 1045 case GIRDLE:
1157 case HELMET: 1046 case HELMET:
1158 case BOOTS: 1047 case BOOTS:
1159 case GLOVES: 1048 case GLOVES:
1160 case CLOAK: 1049 case CLOAK:
1161 if (tmp->stats.wc) 1050 if (tmp->stats.wc)
1162 wc -= (tmp->stats.wc + tmp->magic); 1051 wc -= tmp->stats.wc + tmp->magic;
1052
1163 if (tmp->stats.dam) 1053 if (tmp->stats.dam)
1164 op->stats.dam += (tmp->stats.dam + tmp->magic); 1054 stats.dam += tmp->stats.dam + tmp->magic;
1055
1165 if (tmp->stats.ac) 1056 if (tmp->stats.ac)
1166 ac -= (tmp->stats.ac + tmp->magic); 1057 ac -= tmp->stats.ac + tmp->magic;
1058
1167 break; 1059 break;
1168 1060
1061 case WAND:
1062 case ROD:
1063 case HORN:
1064 case SKILL_TOOL:
1065 if (type != PLAYER)
1066 chosen_skill = find_skill_by_name (this, tmp->skill);
1067 break;
1068
1069 case BOW:
1169 case WEAPON: 1070 case WEAPON:
1071 if (type != PLAYER || current_weapon == tmp)
1072 {
1073 chosen_skill = find_skill_by_name (this, tmp->skill);
1074
1170 wc -= (tmp->stats.wc + tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1076
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1077 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1078 ac -= tmp->stats.ac + tmp->magic;
1079
1173 op->stats.dam += (tmp->stats.dam + tmp->magic); 1080 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1081 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1082 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1083
1176 if (weapon_speed < 0) 1084 if (weapon_speed < 0)
1177 weapon_speed = 0; 1085 weapon_speed = 0;
1086
1178 op->slaying = tmp->slaying; 1087 slaying = tmp->slaying;
1088
1179 /* If there is desire that two handed weapons should do 1089 /* If there is desire that two handed weapons should do
1180 * extra strength damage, this is where the code should 1090 * extra strength damage, this is where the code should
1181 * go. 1091 * go.
1182 */ 1092 */
1183 op->current_weapon = tmp; 1093
1184 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1094 if (type == PLAYER)
1095 if (settings.spell_encumbrance)
1185 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1096 contr->encumbrance += tmp->weight * 3 / 1000;
1097 }
1186 1098
1187 break; 1099 break;
1188 1100
1189 case ARMOUR: /* Only the best of these three are used: */ 1101 case ARMOUR: /* Only the best of these three are used: */
1190 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1102 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1191 op->contr->encumbrance += (int) tmp->weight / 1000; 1103 contr->encumbrance += tmp->weight / 1000;
1192 1104
1193 case BRACERS: 1105 case BRACERS:
1194 case FORCE: 1106 case FORCE:
1195 if (tmp->stats.wc) 1107 if (tmp->stats.wc)
1196 { 1108 {
1200 best_wc = tmp->stats.wc + tmp->magic; 1112 best_wc = tmp->stats.wc + tmp->magic;
1201 } 1113 }
1202 else 1114 else
1203 wc += tmp->stats.wc + tmp->magic; 1115 wc += tmp->stats.wc + tmp->magic;
1204 } 1116 }
1117
1205 if (tmp->stats.ac) 1118 if (tmp->stats.ac)
1206 { 1119 {
1207 if (best_ac < tmp->stats.ac + tmp->magic) 1120 if (best_ac < tmp->stats.ac + tmp->magic)
1208 { 1121 {
1209 ac += best_ac; /* Remove last bonus */ 1122 ac += best_ac; /* Remove last bonus */
1210 best_ac = tmp->stats.ac + tmp->magic; 1123 best_ac = tmp->stats.ac + tmp->magic;
1211 } 1124 }
1212 else /* To nullify the below effect */ 1125 else /* To nullify the below effect */
1213 ac += tmp->stats.ac + tmp->magic; 1126 ac += tmp->stats.ac + tmp->magic;
1214 } 1127 }
1128
1215 if (tmp->stats.wc) 1129 if (tmp->stats.wc)
1216 wc -= (tmp->stats.wc + tmp->magic); 1130 wc -= tmp->stats.wc + tmp->magic;
1131
1217 if (tmp->stats.ac) 1132 if (tmp->stats.ac)
1218 ac -= (tmp->stats.ac + tmp->magic); 1133 ac -= tmp->stats.ac + tmp->magic;
1219 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1134
1135 if (ARMOUR_SPEED (tmp))
1220 max = ARMOUR_SPEED (tmp) / 10.0; 1136 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1137
1221 break; 1138 break;
1222 } /* switch tmp->type */ 1139 } /* switch tmp->type */
1223 } /* item is equipped */ 1140 } /* item is equipped */
1224 } /* for loop of items */ 1141 } /* for loop of items */
1142
1143 if (type != PLAYER)
1144 this->chosen_skill = chosen_skill;
1145
1146 min_it (glow_radius, MAX_LIGHT_RADIUS);
1225 1147
1226 /* We've gone through all the objects the player has equipped. For many things, we 1148 /* We've gone through all the objects the player has equipped. For many things, we
1227 * have generated intermediate values which we now need to assign. 1149 * have generated intermediate values which we now need to assign.
1228 */ 1150 */
1229 1151
1231 * If there is an uncursed potion in effect, granting more protection 1153 * If there is an uncursed potion in effect, granting more protection
1232 * than that, we take: 'total resistance = resistance from potion'. 1154 * than that, we take: 'total resistance = resistance from potion'.
1233 * If there is a cursed (and no uncursed) potion in effect, we take 1155 * If there is a cursed (and no uncursed) potion in effect, we take
1234 * 'total resistance = vulnerability from cursed potion'. 1156 * 'total resistance = vulnerability from cursed potion'.
1235 */ 1157 */
1236 for (i = 0; i < NROFATTACKS; i++) 1158 for (int i = 0; i < NROFATTACKS; i++)
1237 { 1159 {
1238 op->resist[i] = prot[i] - vuln[i]; 1160 resist[i] = prot[i] - vuln[i];
1239 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1161
1162 if (potion_resist[i] != -1000
1163 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1240 op->resist[i] = potion_resist[i]; 1164 resist[i] = potion_resist[i];
1165 }
1166
1167 if (type == PLAYER)
1241 } 1168 {
1169 // clamp various player stats
1170 for (int i = 0; i < NUM_STATS; ++i)
1171 stats.stat (i) = stat_sum [i];
1242 1172
1173 check_stat_bounds (&stats);
1174
1175 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1176
1243 /* Figure out the players sp/mana/hp totals. */ 1177 /* Figure out the players sp/mana/hp totals. */
1244 if (op->type == PLAYER)
1245 {
1246 int pl_level; 1178 int pl_level;
1247 1179
1248 check_stat_bounds (&(op->stats));
1249 pl_level = op->level;
1250
1251 if (pl_level < 1)
1252 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1180 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1253 1181
1254 /* You basically get half a con bonus/level. But we do take into account rounding, 1182 /* You basically get half a con bonus/level. But we do take into account rounding,
1255 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1183 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1256 */ 1184 */
1257 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1185 stats.maxhp = 0;
1186 for (int i = 1; i <= min (10, pl_level); i++)
1258 { 1187 {
1259 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1188 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1189
1260 if (i % 2 && con_bonus[op->stats.Con] % 2) 1190 if (i % 2 && con_bonus[stats.Con] % 2)
1261 {
1262 if (con_bonus[op->stats.Con] > 0) 1191 if (con_bonus[stats.Con] > 0)
1263 j++; 1192 j++;
1264 else 1193 else
1265 j--; 1194 j--;
1266 } 1195
1267 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1196 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1268 } 1197 }
1269 1198
1270 for (i = 11; i <= op->level; i++) 1199 stats.maxhp += 2 * max (0, level - 10);
1271 op->stats.maxhp += 2;
1272 1200
1273 if (op->stats.hp > op->stats.maxhp) 1201 if (stats.hp > stats.maxhp)
1274 op->stats.hp = op->stats.maxhp; 1202 stats.hp = stats.maxhp;
1275 1203
1276 /* Sp gain is controlled by the level of the player's 1204 /* Sp gain is controlled by the level of the player's
1277 * relevant experience object (mana_obj, see above) 1205 * relevant experience object (mana_obj, see above)
1278 */ 1206 */
1279 /* following happen when skills system is not used */ 1207 /* following happen when skills system is not used */
1280 if (!mana_obj) 1208 if (!mana_obj)
1281 mana_obj = op; 1209 mana_obj = this;
1210
1282 if (!grace_obj) 1211 if (!grace_obj)
1283 grace_obj = op; 1212 grace_obj = this;
1213
1284 /* set maxsp */ 1214 /* set maxsp */
1285 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1215 if (!mana_obj || !mana_obj->level || type != PLAYER)
1286 mana_obj = op; 1216 mana_obj = this;
1287 1217
1288 if (mana_obj == op && op->type == PLAYER) 1218 if (mana_obj == this && type == PLAYER)
1289 {
1290 op->stats.maxsp = 1; 1219 stats.maxsp = 1;
1291 }
1292 else 1220 else
1293 { 1221 {
1294 sp_tmp = 0.0; 1222 float sp_tmp = 0.f;
1223
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1224 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1225 {
1297 float stmp; 1226 float stmp;
1298 1227
1299 /* Got some extra bonus at first level */ 1228 /* Got some extra bonus at first level */
1300 if (i < 2) 1229 if (i < 2)
1301 {
1302 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1230 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1303 }
1304 else 1231 else
1305 {
1306 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1232 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1307 } 1233
1308 if (stmp < 1.0)
1309 stmp = 1.0;
1310 sp_tmp += stmp; 1234 sp_tmp += max (1.f, stmp);
1311 } 1235 }
1312 op->stats.maxsp = (int) sp_tmp;
1313 1236
1314 for (i = 11; i <= mana_obj->level; i++) 1237 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1315 op->stats.maxsp += 2;
1316 } 1238 }
1239
1317 /* Characters can get their sp supercharged via rune of transferrance */ 1240 /* Characters can get their sp supercharged via rune of transferrance */
1318 if (op->stats.sp > op->stats.maxsp * 2) 1241 stats.sp = min (stats.sp, stats.maxsp * 2);
1319 op->stats.sp = op->stats.maxsp * 2;
1320 1242
1321 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1243 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1322 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1244 if (!grace_obj || !grace_obj->level || type != PLAYER)
1323 grace_obj = op; 1245 grace_obj = this;
1324 1246
1325 if (grace_obj == op && op->type == PLAYER) 1247 if (grace_obj == this && type == PLAYER)
1326 {
1327 op->stats.maxgrace = 1; 1248 stats.maxgrace = 1;
1328 }
1329 else 1249 else
1330 { 1250 {
1331 /* store grace in a float - this way, the divisions below don't create 1251 /* store grace in a float - this way, the divisions below don't create
1332 * big jumps when you go from level to level - with int's, it then 1252 * big jumps when you go from level to level - with int's, it then
1333 * becomes big jumps when the sums of the bonuses jump to the next 1253 * becomes big jumps when the sums of the bonuses jump to the next
1334 * step of 8 - with floats, even fractional ones are useful. 1254 * step of 8 - with floats, even fractional ones are useful.
1335 */ 1255 */
1336 sp_tmp = 0.0; 1256 float sp_tmp = 0.f;
1337 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1257
1258 for (int i = 1; i <= min (10, grace_obj->level); i++)
1338 { 1259 {
1339 float grace_tmp = 0.0; 1260 float grace_tmp = 0.f;
1340 1261
1341 /* Got some extra bonus at first level */ 1262 /* Got some extra bonus at first level */
1342 if (i < 2) 1263 if (i < 2)
1343 { 1264 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1344 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1345 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1346 }
1347 else 1265 else
1348 { 1266 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1349 grace_tmp = (float) op->contr->levgrace[i] 1267
1350 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1351 }
1352 if (grace_tmp < 1.0)
1353 grace_tmp = 1.0;
1354 sp_tmp += grace_tmp; 1268 sp_tmp += max (1.f, grace_tmp);
1355 } 1269 }
1356 op->stats.maxgrace = (int) sp_tmp;
1357 1270
1358 /* two grace points per level after 11 */ 1271 /* two grace points per level after 10 */
1359 for (i = 11; i <= grace_obj->level; i++) 1272 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1360 op->stats.maxgrace += 2;
1361 } 1273 }
1274
1362 /* No limit on grace vs maxgrace */ 1275 /* No limit on grace vs maxgrace */
1363 1276
1364 if (op->contr->braced) 1277 if (contr->braced)
1365 { 1278 {
1366 ac += 2; 1279 ac += 2;
1367 wc += 4; 1280 wc += 4;
1368 } 1281 }
1369 else 1282 else
1370 ac -= dex_bonus[op->stats.Dex]; 1283 ac -= dex_bonus[stats.Dex];
1371 1284
1372 /* In new exp/skills system, wc bonuses are related to 1285 /* In new exp/skills system, wc bonuses are related to
1373 * the players level in a relevant exp object (wc_obj) 1286 * the players level in a relevant exp object (wc_obj)
1374 * not the general player level -b.t. 1287 * not the general player level -b.t.
1375 * I changed this slightly so that wc bonuses are better 1288 * I changed this slightly so that wc bonuses are better
1378 * improvement every level, now its fighterlevel/5. So 1291 * improvement every level, now its fighterlevel/5. So
1379 * we give the player a bonus here in wc and dam 1292 * we give the player a bonus here in wc and dam
1380 * to make up for the change. Note that I left the 1293 * to make up for the change. Note that I left the
1381 * monster bonus the same as before. -b.t. 1294 * monster bonus the same as before. -b.t.
1382 */ 1295 */
1296 object *wc_obj = chosen_skill;
1383 1297
1384 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1298 if (contr && wc_obj && wc_obj->level > 1)
1385 { 1299 {
1386 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1300 wc -= wc_obj->level + thaco_bonus[stats.Str];
1301
1387 for (i = 1; i < wc_obj->level; i++) 1302 for (int i = 1; i < wc_obj->level; i++)
1388 { 1303 {
1389 /* addtional wc every 6 levels */ 1304 /* additional wc every 6 levels */
1390 if (!(i % 6)) 1305 if (!(i % 6))
1391 wc--; 1306 wc--;
1307
1392 /* addtional dam every 4 levels. */ 1308 /* additional dam every 4 levels. */
1393 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1309 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1394 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1310 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1395 } 1311 }
1396 } 1312 }
1397 else 1313 else
1398 wc -= (op->level + thaco_bonus[op->stats.Str]); 1314 wc -= level + thaco_bonus[stats.Str];
1399 1315
1400 op->stats.dam += dam_bonus[op->stats.Str]; 1316 stats.dam += dam_bonus[stats.Str];
1401 1317
1402 if (op->stats.dam < 1) 1318 if (stats.dam < 1)
1403 op->stats.dam = 1; 1319 stats.dam = 1;
1404 1320
1405 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1321 speed = 1.f + speed_bonus[stats.Dex];
1322
1406 if (settings.search_items && op->contr->search_str[0]) 1323 if (settings.search_items && contr->search_str[0])
1407 op->speed -= 1; 1324 speed -= 1;
1408 if (op->attacktype == 0)
1409 op->attacktype = op->arch->clone.attacktype;
1410
1411 } /* End if player */ 1325 } /* End if player */
1412 1326
1413 if (added_speed >= 0) 1327 if (added_speed >= 0)
1414 op->speed += added_speed / 10.0; 1328 speed += added_speed / 10.f;
1415 else /* Something wrong here...: */ 1329 else /* Something wrong here...: */
1416 op->speed /= (float) (1.0 - added_speed); 1330 speed /= 1.f - added_speed;
1417 1331
1418 /* Max is determined by armour */ 1332 /* Max is determined by armour */
1419 if (op->speed > max) 1333 speed = min (speed, max_speed);
1420 op->speed = max;
1421 1334
1422 if (op->type == PLAYER) 1335 if (type == PLAYER)
1423 { 1336 {
1424 /* f is a number the represents the number of kg above (positive num) 1337 /* f is a number the represents the number of kg above (positive num)
1425 * or below (negative number) that the player is carrying. If above 1338 * or below (negative number) that the player is carrying. If above
1426 * weight limit, then player suffers a speed reduction based on how 1339 * weight limit, then player suffers a speed reduction based on how
1427 * much above he is, and what is max carry is 1340 * much above he is, and what is max carry is
1428 */ 1341 */
1429 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1342 float f = (carrying / 1000) - max_carry[stats.Str];
1430 if (f > 0) 1343 if (f > 0.f)
1431 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1344 speed = speed / (1.f + f / max_carry[stats.Str]);
1432 } 1345 }
1433 1346
1434 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1347 speed += bonus_speed / 10.f; /* Not affected by limits */
1348 speed *= speed_reduce_from_disease;
1435 1349
1436 /* Put a lower limit on speed. Note with this speed, you move once every 1350 /* Put a lower limit on speed. Note with this speed, you move once every
1437 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1351 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1438 */ 1352 */
1439 op->speed = op->speed * speed_reduce_from_disease; 1353 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1440 1354
1441 if (op->speed < 0.01 && op->type == PLAYER) 1355 if (speed != old_speed)
1442 op->speed = 0.01; 1356 set_speed (speed);
1443 1357
1444 if (op->type == PLAYER) 1358 if (type == PLAYER)
1445 { 1359 {
1446 float M, W, s, D, K, S, M2;
1447
1448 /* (This formula was made by vidarl@ifi.uio.no) 1360 /* (This formula was made by vidarl@ifi.uio.no)
1449 * Note that we never used these values again - basically 1361 * Note that we never used these values again - basically
1450 * all of these could be subbed into one big equation, but 1362 * all of these could be subbed into one big equation, but
1451 * that would just be a real pain to read. 1363 * that would just be a real pain to read.
1452 */ 1364 */
1453 M = (max_carry[op->stats.Str] - 121) / 121.0; 1365 float M = (max_carry[stats.Str] - 121) / 121.f;
1454 M2 = max_carry[op->stats.Str] / 100.0; 1366 float M2 = max_carry[stats.Str] / 100.f;
1455 W = weapon_weight / 20000.0; 1367 float W = weapon_weight / 20000.f;
1456 s = 2 - weapon_speed / 10.0; 1368 float s = (20 - weapon_speed) / 10.f;
1457 D = (op->stats.Dex - 14) / 14.0; 1369 float D = (stats.Dex - 14) / 14.f;
1458 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1370 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1459 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1371
1372 K *= (4 + level) * 1.2f / (6 + level);
1373
1460 if (K <= 0) 1374 if (K <= 0.01f)
1461 K = 0.01; 1375 K = 0.01f;
1462 S = op->speed / (K * s); 1376
1463 op->contr->weapon_sp = S; 1377 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1464 } 1378 }
1379
1465 /* I want to limit the power of small monsters with big weapons: */ 1380 /* I want to limit the power of small monsters with big weapons: */
1466 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1381 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1467 op->stats.dam = op->arch->clone.stats.dam * 3; 1382 stats.dam = arch->stats.dam * 3;
1468 1383
1469 /* Prevent overflows of wc - best you can get is ABS(120) - this 1384 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1470 * should be more than enough - remember, AC is also in 8 bits, 1385 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1471 * so its value is the same.
1472 */
1473 if (wc > 120)
1474 wc = 120;
1475 else if (wc < -120)
1476 wc = -120;
1477 op->stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483 op->stats.ac = ac;
1484 1386
1485 /* if for some reason the creature doesn't have any move type, 1387 /* if for some reason the creature doesn't have any move type,
1486 * give them walking as a default. 1388 * give them walking as a default.
1487 * The second case is a special case - to more closely mimic the 1389 * The second case is a special case - to more closely mimic the
1488 * old behaviour - if your flying, your not walking - just 1390 * old behaviour - if your flying, your not walking - just
1489 * one or the other. 1391 * one or the other.
1490 */ 1392 */
1491 if (op->move_type == 0) 1393 if (move_type == 0)
1492 op->move_type = MOVE_WALK; 1394 move_type = MOVE_WALK;
1493 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1395 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1494 op->move_type &= ~MOVE_WALK; 1396 move_type &= ~MOVE_WALK;
1495 1397
1496 update_ob_speed (op); 1398 // now apply the new move_type
1399 if (this->move_type != move_type)
1400 change_move_type (move_type);
1497 1401
1498 /* It is quite possible that a player's spell costing might have changed, 1402 /* It is quite possible that a player's spell costing might have changed,
1499 * so we will check that now. 1403 * so we will check that now.
1500 */ 1404 */
1501 if (op->type == PLAYER) 1405 if (is_player ())
1502 esrv_update_spells (op->contr); 1406 contr->update_spells ();
1407
1408 // update the mapspace, if we are on a map
1409 if (!flag [FLAG_REMOVED] && map)
1410 map->at (x, y).flags_ = 0;
1411}
1412
1413void
1414object::set_glow_radius (sint8 rad)
1415{
1416 glow_radius = rad;
1417
1418 if (is_on_map ())
1419 update_all_los (map, x, y);
1420 else if (object *env = outer_env ())
1421 {
1422 env->update_stats ();
1423
1424 if (env->is_on_map ())
1425 update_all_los (env->map, env->x, env->y);
1426 }
1503} 1427}
1504 1428
1505/* 1429/*
1506 * Returns true if the given player is a legal class. 1430 * Returns true if the given player is a legal class.
1507 * The function to add and remove class-bonuses to the stats doesn't 1431 * The function to add and remove class-bonuses to the stats doesn't
1508 * check if the stat becomes negative, thus this function 1432 * check if the stat becomes negative, thus this function
1509 * merely checks that all stats are 1 or more, and returns 1433 * merely checks that all stats are 1 or more, and returns
1510 * false otherwise. 1434 * false otherwise.
1511 */ 1435 */
1512
1513int 1436int
1514allowed_class (const object *op) 1437allowed_class (const object *op)
1515{ 1438{
1516 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1439 return op->stats.Dex > 0
1517 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1440 && op->stats.Str > 0
1441 && op->stats.Con > 0
1442 && op->stats.Int > 0
1443 && op->stats.Wis > 0
1444 && op->stats.Pow > 0
1445 && op->stats.Cha > 0;
1518} 1446}
1519 1447
1520/* 1448/*
1521 * set the new dragon name after gaining levels or 1449 * set the new dragon name after gaining levels or
1522 * changing ability focus (later this can be extended to 1450 * changing ability focus (later this can be extended to
1523 * eventually change the player's face and animation) 1451 * eventually change the player's face and animation)
1524 *
1525 * Note that the title is written to 'own_title' in the
1526 * player struct. This should be changed to 'ext_title'
1527 * as soon as clients support this!
1528 * Please, anyone, write support for 'ext_title'.
1529 */ 1452 */
1530void 1453void
1531set_dragon_name (object *pl, const object *abil, const object *skin) 1454set_dragon_name (object *pl, const object *abil, const object *skin)
1532{ 1455{
1533 int atnr = -1; /* attacknumber of highest level */ 1456 int atnr = -1; /* attacknumber of highest level */
1551 /* now if there are equals at highest level, pick the one with focus, 1474 /* now if there are equals at highest level, pick the one with focus,
1552 or else at random */ 1475 or else at random */
1553 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1554 atnr = abil->stats.exp; 1477 atnr = abil->stats.exp;
1555 1478
1556 level = (int) (level / 5.);
1557
1558 /* now set the new title */ 1479 /* now set the new title */
1559 if (pl->contr != NULL)
1560 {
1561 if (level == 0)
1562 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1480 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1563 else if (level == 1)
1564 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1481 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1565 else if (level == 2)
1566 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1482 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1567 else if (level == 3)
1568 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1483 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1569 else 1484 else
1570 { 1485 {
1571 /* special titles for extra high resistance! */ 1486 /* special titles for extra high resistance! */
1572 if (skin->resist[atnr] > 80)
1573 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1487 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1574 else if (skin->resist[atnr] > 50)
1575 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1488 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1576 else
1577 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1489 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1578 }
1579 } 1490 }
1580 1491
1581 strcpy (pl->contr->own_title, ""); 1492 strcpy (pl->contr->own_title, "");
1582} 1493}
1583 1494
1584/* 1495/*
1585 * This function is called when a dragon-player gains 1496 * This function is called when a dragon-player gains
1586 * an overall level. Here, the dragon might gain new abilities 1497 * an overall level. Here, the dragon might gain new abilities
1587 * or change the ability-focus. 1498 * or change the ability-focus.
1588 */ 1499 */
1589void 1500static void
1590dragon_level_gain (object *who) 1501dragon_level_gain (object *who)
1591{ 1502{
1592 object *abil = NULL; /* pointer to dragon ability force */ 1503 object *abil = NULL; /* pointer to dragon ability force */
1593 object *skin = NULL; /* pointer to dragon skin force */ 1504 object *skin = NULL; /* pointer to dragon skin force */
1594 object *tmp = NULL; /* tmp. object */ 1505 object *tmp = NULL; /* tmp. object */
1595 char buf[MAX_BUF]; /* tmp. string buffer */ 1506 char buf[MAX_BUF]; /* tmp. string buffer */
1596 1507
1597 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1508 /* now grab the 'dragon_ability'-forces from the player's inventory */
1598 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1509 for (tmp = who->inv; tmp; tmp = tmp->below)
1599 {
1600 if (tmp->type == FORCE) 1510 if (tmp->type == FORCE)
1601 { 1511 if (tmp->arch->archname == shstr_dragon_ability_force)
1602 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1603 abil = tmp; 1512 abil = tmp;
1604 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1513 else if (tmp->arch->archname == shstr_dragon_skin_force)
1605 skin = tmp; 1514 skin = tmp;
1606 } 1515
1607 }
1608 /* if the force is missing -> bail out */ 1516 /* if the force is missing -> bail out */
1609 if (abil == NULL) 1517 if (abil == NULL)
1610 return; 1518 return;
1611 1519
1612 /* The ability_force keeps track of maximum level ever achieved. 1520 /* The ability_force keeps track of maximum level ever achieved.
1653 object *skill_obj; 1561 object *skill_obj;
1654 1562
1655 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1563 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1656 if (!skill_obj) 1564 if (!skill_obj)
1657 { 1565 {
1658 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1566 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1659 return NULL; 1567 return NULL;
1660 } 1568 }
1569
1661 /* clear the flag - exp goes into this bucket, but player 1570 /* clear the flag - exp goes into this bucket, but player
1662 * still doesn't know it. 1571 * still doesn't know it.
1663 */ 1572 */
1664 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1573 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1665 skill_obj->stats.exp = 0; 1574 skill_obj->stats.exp = 0;
1666 skill_obj->level = 1; 1575 skill_obj->level = 1;
1667 insert_ob_in_ob (skill_obj, op); 1576 op->insert (skill_obj);
1668 if (op->contr) 1577
1669 { 1578 if (player *pl = op->contr)
1670 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1579 pl->link_skills ();
1671 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1580
1672 }
1673 return skill_obj; 1581 return skill_obj;
1674} 1582}
1675
1676 1583
1677/* player_lvl_adj() - for the new exp system. we are concerned with 1584/* player_lvl_adj() - for the new exp system. we are concerned with
1678 * whether the player gets more hp, sp and new levels. 1585 * whether the player gets more hp, sp and new levels.
1679 * Note this this function should only be called for players. Monstes 1586 * Note this this function should only be called for players. Monstes
1680 * don't really gain levels 1587 * don't really gain levels
1683 */ 1590 */
1684void 1591void
1685player_lvl_adj (object *who, object *op) 1592player_lvl_adj (object *who, object *op)
1686{ 1593{
1687 char buf[MAX_BUF]; 1594 char buf[MAX_BUF];
1595 bool changed = false;
1688 1596
1689 if (!op) /* when rolling stats */ 1597 if (!op) /* when rolling stats */
1690 op = who; 1598 op = who;
1691 1599
1692 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1600 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1693 { 1601 {
1602 changed = true;
1603
1694 op->level++; 1604 op->level++;
1695 1605
1696 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1606 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1697 dragon_level_gain (who); 1607 dragon_level_gain (who);
1698 1608
1699 /* Only roll these if it is the player (who) that gained the level */ 1609 /* Only roll these if it is the player (who) that gained the level */
1700 if (op == who && (who->level < 11) && who->type == PLAYER) 1610 if (op == who && (who->level < 11) && who->type == PLAYER)
1701 { 1611 {
1702 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1612 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1703 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1613 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1704 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1614 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1705 } 1615 }
1706 1616
1707 fix_player (who);
1708 if (op->level > 1) 1617 if (op->level > 1)
1709 { 1618 {
1710 if (op->type != PLAYER) 1619 if (op->type != PLAYER)
1620 {
1621 who->contr->play_sound (sound_find ("skill_up"));
1711 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1622 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1623 }
1712 else 1624 else
1625 {
1626 who->contr->play_sound (sound_find ("level_up"));
1713 sprintf (buf, "You are now level %d.", op->level); 1627 sprintf (buf, "You are now level %d.", op->level);
1628 }
1629
1714 if (who) 1630 if (who)
1715 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1631 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1716 } 1632 }
1717 player_lvl_adj (who, op); /* To increase more levels */
1718 } 1633 }
1634
1719 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1635 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1720 { 1636 {
1637 changed = true;
1638
1721 op->level--; 1639 op->level--;
1722 fix_player (who); 1640
1723 if (op->type != PLAYER) 1641 if (op->type != PLAYER)
1724 { 1642 {
1725 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1643 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1726 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1644 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1727 } 1645 }
1728 player_lvl_adj (who, op); /* To decrease more levels */
1729 } 1646 }
1730 /* check if the spell data has changed */ 1647
1731 esrv_update_spells (who->contr); 1648 if (changed)
1649 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1732} 1650}
1733 1651
1734/* 1652/*
1735 * Returns how much experience is needed for a player to become 1653 * Returns how much experience is needed for a player to become
1736 * the given level. level should really never exceed max_level 1654 * the given level. level should really never exceed max_level
1739sint64 1657sint64
1740level_exp (int level, double expmul) 1658level_exp (int level, double expmul)
1741{ 1659{
1742 if (level > settings.max_level) 1660 if (level > settings.max_level)
1743 return (sint64) (expmul * levels[settings.max_level]); 1661 return (sint64) (expmul * levels[settings.max_level]);
1662
1744 return (sint64) (expmul * levels[level]); 1663 return (sint64) (expmul * levels[level]);
1745} 1664}
1746 1665
1747/* 1666/*
1748 * Ensure that the permanent experience requirements in an exp object are met. 1667 * Ensure that the permanent experience requirements in an exp object are met.
1769 op->perm_exp = 0; 1688 op->perm_exp = 0;
1770 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1689 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1771 op->perm_exp = MAX_EXPERIENCE; 1690 op->perm_exp = MAX_EXPERIENCE;
1772} 1691}
1773 1692
1774
1775/* Add experience to a player - exp should only be positive. 1693/* Add experience to a player - exp should only be positive.
1776 * Updates permanent exp for the skill we are adding to. 1694 * Updates permanent exp for the skill we are adding to.
1777 * skill_name is the skill to add exp to. Skill name can be 1695 * skill_name is the skill to add exp to. Skill name can be
1778 * NULL, in which case exp increases the players general 1696 * NULL, in which case exp increases the players general
1779 * total, but not any particular skill. 1697 * total, but not any particular skill.
1780 * flag is what to do if the player doesn't have the skill: 1698 * flag is what to do if the player doesn't have the skill:
1781 */ 1699 */
1782
1783static void 1700static void
1784add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1701add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1785{ 1702{
1786 object *skill_obj = NULL; 1703 object *skill_obj;
1787 sint64 limit, exp_to_add; 1704 sint64 limit, exp_to_add;
1788 int i; 1705 int i;
1789 1706
1790 /* prevents some forms of abuse. */ 1707 /* prevents some forms of abuse. */
1791 if (op->contr->braced) 1708 if (op->contr->braced)
1792 exp = exp / 5; 1709 exp /= 5;
1793 1710
1794 /* Try to find the matching skill. 1711 /* Try to find the matching skill.
1795 * We do a shortcut/time saving mechanism first - see if it matches 1712 * We do a shortcut/time saving mechanism first - see if it matches
1796 * chosen_skill. This means we don't need to search through 1713 * chosen_skill. This means we don't need to search through
1797 * the players inventory. 1714 * the players inventory.
1798 */ 1715 */
1716 skill_obj = 0;
1717
1799 if (skill_name) 1718 if (skill_name)
1800 { 1719 {
1801 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1720 skill_obj = op->contr->find_skill (skill_name);
1802 skill_obj = op->chosen_skill;
1803 else
1804 {
1805 for (i = 0; i < NUM_SKILLS; i++)
1806 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1807 {
1808 skill_obj = op->contr->last_skill_ob[i];
1809 break;
1810 }
1811 1721
1812 /* Player doesn't have the skill. Check to see what to do, and give 1722 /* Player doesn't have the skill. Check to see what to do, and give
1813 * it to the player if necessary 1723 * it to the player if necessary
1814 */ 1724 */
1815 if (!skill_obj) 1725 if (!skill_obj)
1816 { 1726 {
1817 if (flag == SK_EXP_NONE) 1727 if (flag == SK_EXP_NONE)
1818 return; 1728 return;
1729
1819 else if (flag == SK_EXP_ADD_SKILL) 1730 if (flag == SK_EXP_ADD_SKILL)
1820 give_skill_by_name (op, skill_name); 1731 skill_obj = give_skill_by_name (op, skill_name);
1821 }
1822 } 1732 }
1823 } 1733 }
1824 1734
1825 if (flag != SK_EXP_SKILL_ONLY) 1735 if (flag != SK_EXP_SKILL_ONLY)
1826 { 1736 {
1859 player_lvl_adj (op, skill_obj); 1769 player_lvl_adj (op, skill_obj);
1860 } 1770 }
1861} 1771}
1862 1772
1863/* This function checks to make sure that object 'op' can 1773/* This function checks to make sure that object 'op' can
1864 * lost 'exp' experience. It returns the amount of exp 1774 * lose 'exp' experience. It returns the amount of exp
1865 * object 'op' can in fact lose - it basically makes 1775 * object 'op' can in fact lose - it basically makes
1866 * adjustments based on permanent exp and the like. 1776 * adjustments based on permanent exp and the like.
1867 * This function should always be used for losing experience - 1777 * This function should always be used for losing experience -
1868 * the 'exp' value passed should be positive - this is the 1778 * the 'exp' value passed should be positive - this is the
1869 * amount that should get subtract from the player. 1779 * amount that should get subtract from the player.
1870 */ 1780 */
1871sint64 1781static sint64
1872check_exp_loss (const object *op, sint64 exp) 1782check_exp_loss (const object *op, sint64 exp)
1873{ 1783{
1874 sint64 del_exp; 1784 sint64 del_exp;
1875 1785
1876 if (exp > op->stats.exp) 1786 if (exp > op->stats.exp)
1877 exp = op->stats.exp; 1787 exp = op->stats.exp;
1788
1878 if (settings.permanent_exp_ratio) 1789 if (settings.permanent_exp_ratio)
1879 { 1790 {
1880 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1791 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1792
1881 if (del_exp < 0) 1793 if (del_exp < 0)
1882 del_exp = 0; 1794 del_exp = 0;
1795
1883 if (exp > del_exp) 1796 if (exp > del_exp)
1884 exp = del_exp; 1797 exp = del_exp;
1885 } 1798 }
1799
1886 return exp; 1800 return exp;
1887} 1801}
1888 1802
1889sint64 1803sint64
1890check_exp_adjust (const object *op, sint64 exp) 1804check_exp_adjust (const object *op, sint64 exp)
1891{ 1805{
1892 if (exp < 0) 1806 if (exp < 0)
1893 return check_exp_loss (op, exp); 1807 return check_exp_loss (op, exp);
1894 else 1808 else
1895 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1809 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1896} 1810}
1897
1898 1811
1899/* Subtracts experience from player. 1812/* Subtracts experience from player.
1900 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1813 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1901 * only subtract from the matching skill. Otherwise, 1814 * only subtract from the matching skill. Otherwise,
1902 * this subtracts a portion from all 1815 * this subtracts a portion from all
1916 sint64 del_exp; 1829 sint64 del_exp;
1917 1830
1918 for (tmp = op->inv; tmp; tmp = tmp->below) 1831 for (tmp = op->inv; tmp; tmp = tmp->below)
1919 if (tmp->type == SKILL && tmp->stats.exp) 1832 if (tmp->type == SKILL && tmp->stats.exp)
1920 { 1833 {
1921 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1834 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1922 { 1835 {
1923 del_exp = check_exp_loss (tmp, exp); 1836 del_exp = check_exp_loss (tmp, exp);
1924 tmp->stats.exp -= del_exp; 1837 tmp->stats.exp -= del_exp;
1925 player_lvl_adj (op, tmp); 1838 player_lvl_adj (op, tmp);
1926 } 1839 }
1932 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1845 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1933 tmp->stats.exp -= del_exp; 1846 tmp->stats.exp -= del_exp;
1934 player_lvl_adj (op, tmp); 1847 player_lvl_adj (op, tmp);
1935 } 1848 }
1936 } 1849 }
1850
1937 if (flag != SK_SUBTRACT_SKILL_EXP) 1851 if (flag != SK_SUBTRACT_SKILL_EXP)
1938 { 1852 {
1939 del_exp = check_exp_loss (op, exp); 1853 del_exp = check_exp_loss (op, exp);
1940 op->stats.exp -= del_exp; 1854 op->stats.exp -= del_exp;
1941 player_lvl_adj (op, NULL); 1855 player_lvl_adj (op, NULL);
1942 } 1856 }
1943} 1857}
1944
1945
1946 1858
1947/* change_exp() - changes experience to a player/monster. This 1859/* change_exp() - changes experience to a player/monster. This
1948 * does bounds checking to make sure we don't overflow the max exp. 1860 * does bounds checking to make sure we don't overflow the max exp.
1949 * 1861 *
1950 * The exp passed is typically not modified much by this function - 1862 * The exp passed is typically not modified much by this function -
1951 * it is assumed the caller has modified the exp as needed. 1863 * it is assumed the caller has modified the exp as needed.
1952 * skill_name is the skill that should get the exp added. 1864 * skill_name is the skill that should get the exp added.
1953 * flag is what to do if player doesn't have the skill. 1865 * flag is what to do if player doesn't have the skill.
1954 * these last two values are only used for players. 1866 * these last two values are only used for players.
1955 */ 1867 */
1956
1957void 1868void
1958change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1869change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1959{ 1870{
1960
1961#ifdef EXP_DEBUG 1871#ifdef EXP_DEBUG
1962 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1872 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1963#endif 1873#endif
1964 1874
1965 /* safety */ 1875 /* safety */
2006 else 1916 else
2007 /* note that when you lose exp, it doesn't go against 1917 /* note that when you lose exp, it doesn't go against
2008 * a particular skill, so we don't need to pass that 1918 * a particular skill, so we don't need to pass that
2009 * along. 1919 * along.
2010 */ 1920 */
2011 subtract_player_exp (op, FABS (exp), skill_name, flag); 1921 subtract_player_exp (op, abs (exp), skill_name, flag);
2012
2013 } 1922 }
2014} 1923}
2015 1924
2016/* Applies a death penalty experience, the size of this is defined by the 1925/* Applies a death penalty experience, the size of this is defined by the
2017 * settings death_penalty_percentage and death_penalty_levels, and by the 1926 * settings death_penalty_percentage and death_penalty_levels, and by the
2018 * amount of permenent experience, whichever gives the lowest loss. 1927 * amount of permenent experience, whichever gives the lowest loss.
2019 */ 1928 */
2020
2021void 1929void
2022apply_death_exp_penalty (object *op) 1930apply_death_exp_penalty (object *op)
2023{ 1931{
2024 object *tmp;
2025 sint64 loss; 1932 sint64 loss;
2026 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1933 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2027 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1934 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2028 1935
2029 for (tmp = op->inv; tmp; tmp = tmp->below) 1936 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2030 if (tmp->type == SKILL && tmp->stats.exp) 1937 if (tmp->type == SKILL && tmp->stats.exp)
2031 { 1938 {
2032
2033 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1939 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2034 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1940 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2035 1941
2036 /* With the revised exp system, you can get cases where 1942 /* With the revised exp system, you can get cases where
2037 * losing several levels would still require that you have more 1943 * losing several levels would still require that you have more
2038 * exp than you currently have - this is true if the levels 1944 * exp than you currently have - this is true if the levels
2039 * tables is a lot harder. 1945 * tables is a lot harder.
2040 */ 1946 */
2041 if (level_loss < 0) 1947 if (level_loss < 0)
2042 level_loss = 0; 1948 level_loss = 0;
2043 1949
2044 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1950 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2045 1951
2046 tmp->stats.exp -= loss; 1952 tmp->stats.exp -= loss;
2047 player_lvl_adj (op, tmp); 1953 player_lvl_adj (op, tmp);
2048 } 1954 }
2049 1955
2050 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1956 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2051 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1957 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1958
2052 if (level_loss < 0) 1959 if (level_loss < 0)
2053 level_loss = 0; 1960 level_loss = 0;
1961
2054 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2055 1963
2056 op->stats.exp -= loss; 1964 op->stats.exp -= loss;
2057 player_lvl_adj (op, NULL); 1965 player_lvl_adj (op, NULL);
2058} 1966}
2059 1967
2070 if (level > MAX_SAVE_LEVEL) 1978 if (level > MAX_SAVE_LEVEL)
2071 level = MAX_SAVE_LEVEL; 1979 level = MAX_SAVE_LEVEL;
2072 1980
2073 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1981 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2074 return 0; 1982 return 0;
1983
2075 return 1; 1984 return 1;
2076} 1985}

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