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Comparing deliantra/server/common/living.C (file contents):
Revision 1.19 by root, Fri Dec 22 16:34:00 2006 UTC vs.
Revision 1.122 by root, Fri Apr 30 21:00:39 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 */
139/* 139/*
140 Since this is nowhere defined ... 140 Since this is nowhere defined ...
141 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
142*/ 142*/
143 143
144#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
145 145
146/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
147 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
148 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
149 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
156 * line with progression of previous levels, so 156 * line with progression of previous levels, so
157 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
158 * -b.t. 158 * -b.t.
159 */ 159 */
160 160
161#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
162
163extern sint64 *levels;
164 162
165#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
166 164
167/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
168 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
191static const char *const drain_msg[NUM_STATS] = { 189static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 190 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 191 "You're feeling clumsy!",
194 "You feel less healthy", 192 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 193 "You suddenly begin to lose your memory!",
194 "Watch out, your mind is going!",
195 "Your spirit feels drained!",
196 "Your face gets distorted!", 196 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 197};
200const char *const restore_msg[NUM_STATS] = { 198const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 199 "You feel your strength return.",
202 "You feel your agility return.", 200 "You feel your agility return.",
203 "You feel your health return.", 201 "You feel your health return.",
202 "You feel your memory return.",
204 "You feel your wisdom return.", 203 "You feel your wisdom return.",
204 "You feel your spirits return.",
205 "You feel your charisma return.", 205 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 206};
209const char *const gain_msg[NUM_STATS] = { 207const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 208 "You feel stronger.",
211 "You feel more agile.", 209 "You feel more agile.",
212 "You feel healthy.", 210 "You feel healthy.",
211 "You feel smarter.",
213 "You feel wiser.", 212 "You feel wiser.",
213 "You feel more potent.",
214 "You seem to look better.", 214 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 215};
218const char *const lose_msg[NUM_STATS] = { 216const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 217 "You feel weaker!",
220 "You feel clumsy!", 218 "You feel clumsy!",
221 "You feel less healthy!", 219 "You feel less healthy!",
220 "You feel stupid!",
222 "You lose some of your memory!", 221 "You lose some of your memory!",
222 "You feel less potent!",
223 "You look ugly!", 223 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 224};
227 225
228const char *const statname[NUM_STATS] = { 226const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 227 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 228};
231 229
232const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 232};
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 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 233
269/* 234/*
270 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 236 * is added to the specified stat.
272 */ 237 */
273void 238void
274change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
275{ 240{
276 if (value == 0) 241 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 242}
327 243
328/* 244/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 246 * 1-30 stat limit.
331 */ 247 */
332
333void 248void
334check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
335{ 250{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
340 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 255 }
343} 256}
344 257
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 259
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
348 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
349 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
350 */ 263 */
351#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
352 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
353 266
354/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
355 268
356/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 270 * the object.
358 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 272 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 278 * that gives them that ability.
366 */ 279 */
367int 280int
368change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
369{ 282{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
371 char message[MAX_BUF]; 285 char message[MAX_BUF];
372 int potion_max = 0; 286 int potion_max = 0;
373 287
374 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
376 * found by fix_player. refop is not a real object 290 MoveType prev_move_type = op->move_type;
377 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_pod refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 294
380 if (op->type == PLAYER) 295 if (op->type == PLAYER)
381 { 296 {
382 if (tmp->type == POTION) 297 if (tmp->type == POTION)
383 { 298 {
384 potion_max = 1; 299 potion_max = 1;
300
385 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
386 { 302 {
387 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
388 304 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 305
392 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
394 308
395 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 314 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 316 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 317
405 }
406 if (nstat != ostat) 318 if (nstat != ostat)
407 { 319 {
408 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 321 potion_max = 0;
410 } 322 }
411 else if (i) 323 else if (i)
412 { 324 {
413 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
414 potion_max = 1; 326 potion_max = 1;
415 } 327 }
416 } 328 }
329
417 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
418 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
419 * recalculates this anyway. 332 * recalculates this anyway.
420 */ 333 */
421 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
422 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
336
423 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
424 } /* end of potion handling code */ 338 } /* end of potion handling code */
425 } 339 }
426 340
427 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
428 * everything to set 342 * everything to set
429 */ 343 */
430 if (flag == -1) 344 if (flag == -1)
431 { 345 {
432 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
433 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
434 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
435 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
436 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
437 * and not the other move_ fields. 351 * and not the other move_ fields.
438 */ 352 */
439 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
440 } 354 }
441 355
442 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
443 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
444 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
445 */ 359 */
446 op->update_stats (); 360 op->update_stats ();
447 361
448 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
449 * print out message if this is a bow. 363 * print out message if this is a bow.
450 */ 364 */
451 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
452 { 366 {
453 success = 1; 367 success = 1;
454 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
455 } 369 }
456 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 370
371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
457 { 372 {
458 success = 1; 373 success = 1;
459 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
460 } 375 }
461 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 376
377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
462 { 378 {
463 success = 1; 379 success = 1;
464 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
465 } 381 }
466 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 382
383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
467 { 384 {
468 success = 1; 385 success = 1;
469 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
470 } 387 }
388
471 /* movement type has changed. We don't care about cases where 389 /* movement type has changed. We don't care about cases where
472 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
473 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
474 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
475 * from fly high) 393 * from fly high)
476 */ 394 */
477 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
478 { 396 {
479 success = 1; 397 success = 1;
480 398
481 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
482 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
483 */ 401 */
484 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
485 { 403 {
486 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
487 } 405 }
488 406
489 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
490 { 408 {
491 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
492 * in that case, you don't actually land 410 * in that case, you don't actually land
493 */ 411 */
494 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
495 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
496 } 414 }
415
497 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
498 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
499
500 /* Changing move status may mean you are affected by things you weren't before */
501 check_move_on (op, op);
502 } 418 }
503 419
504 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
505 * originally undead may change their status 421 * originally undead may change their status
506 */ 422 */
507 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
508 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
509 { 425 {
510 success = 1; 426 success = 1;
511 if (flag > 0) 427 if (flag > 0)
512 { 428 {
513 op->race = "undead"; 429 op->race = "undead";
514 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
515 } 431 }
516 else 432 else
517 { 433 {
518 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
519 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
520 } 436 }
521 } 437 }
522 438
523 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
524 { 440 {
525 success = 1; 441 success = 1;
526 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
527 } 443 }
528 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 444
445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
529 { 446 {
530 success = 1; 447 success = 1;
531 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
532 } 449 }
450
533 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
534 * vision 452 * vision
535 */ 453 */
536 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
537 { 455 {
538 success = 1; 456 success = 1;
539 if (flag > 0) 457 if (flag > 0)
540 { 458 {
541 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
542 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
543 else 461 else
544 { 462 {
545 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
546 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
547 if (op->type == PLAYER) 465 if (op->type == PLAYER)
548 op->contr->do_los = 1; 466 op->contr->do_los = 1;
549 } 467 }
550 } 468 }
551 else 469 else
552 { 470 {
553 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
554 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
555 else 473 else
556 { 474 {
557 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
558 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
559 if (op->type == PLAYER) 477 if (op->type == PLAYER)
560 op->contr->do_los = 1; 478 op->contr->do_los = 1;
561 } 479 }
562 } 480 }
563 } 481 }
564 482
565 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
566 { 484 {
567 success = 1; 485 success = 1;
568 if (op->type == PLAYER) 486 if (op->type == PLAYER)
569 op->contr->do_los = 1; 487 op->contr->do_los = 1;
570 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
571 } 489 }
572 490
573 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
574 { 492 {
575 success = 1; 493 success = 1;
576 if (flag > 0) 494 if (flag > 0)
577 { 495 {
578 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
579 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
580 else 498 else
581 { 499 {
582 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
583 if (op->type == PLAYER) 501 if (op->type == PLAYER)
584 op->contr->do_los = 1; 502 op->contr->do_los = 1;
585 } 503 }
586 } 504 }
587 else 505 else
588 { 506 {
589 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
590 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
591 else 509 else
592 { 510 {
593 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
594 if (op->type == PLAYER) 512 if (op->type == PLAYER)
601 { 519 {
602 success = 1; 520 success = 1;
603 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
604 } 522 }
605 523
524 if (digest_types [tmp->type])
525 {
606 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
607 { 527 {
608 success = 1; 528 success = 1;
609 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
610 } 530 }
611 531
612 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
613 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
614 success = 1; 535 success = 1;
615 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
616 } 537 }
617 538
618 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
619 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
620 { 541 {
621 success = 1; 542 success = 1;
622 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
623 } 544 }
624 545
625 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
626 { 547 {
627 success = 1; 548 success = 1;
628 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
629 } 551 }
630 552
631 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
632 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
633 { 555 {
634 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
635 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
636 558
637 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
638 { 560 {
639 success = 1; 561 success = 1;
562
640 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
641 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
642 else 565 else
643 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
644 567
645 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
646 } 569 }
647 } 570 }
648 571
649 if (!potion_max) 572 if (!potion_max)
650 {
651 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
652 { 574 if (int i = tmp->stats.stat (j))
653 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
654 { 575 {
655 success = 1; 576 success = 1;
656 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
657 } 578 }
658 } 579
659 }
660 return success; 580 return success;
661} 581}
662 582
663/* 583/*
664 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
665 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
666 */ 586 */
667
668void 587void
669object::drain_stat () 588object::drain_stat ()
670{ 589{
671 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
672} 591}
673 592
674void 593void
675object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
676{ 595{
677 object *tmp; 596 object *tmp;
678 archetype *at; 597 archetype *at;
679 598
680 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
681 if (!at) 600 if (!at)
682 { 601 {
683 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
684 return; 603 return;
685 } 604 }
687 { 606 {
688 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
689 608
690 if (!tmp) 609 if (!tmp)
691 { 610 {
692 tmp = arch_to_object (at); 611 tmp = at->instance ();
693 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
694 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
695 } 614 }
696 } 615 }
697 616
698 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
699 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
705 * via an applied bad_luck object. 624 * via an applied bad_luck object.
706 */ 625 */
707void 626void
708object::change_luck (int value) 627object::change_luck (int value)
709{ 628{
710 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
711 if (!at) 630 if (!at)
712 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
713 else 632 else
714 { 633 {
715 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
717 if (!tmp) 636 if (!tmp)
718 { 637 {
719 if (!value) 638 if (!value)
720 return; 639 return;
721 640
722 tmp = arch_to_object (at); 641 tmp = at->instance ();
723 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
724 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
725 } 644 }
726 645
727 if (value) 646 if (value)
728 { 647 {
729 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
744 return; 663 return;
745 664
746 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
747 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
748 */ 667 */
749 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
750 { 669 {
751 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
752 671
753 stats.luck += diff; 672 stats.luck += diff;
754 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
761 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
762 */ 681 */
763void 682void
764object::remove_statbonus () 683object::remove_statbonus ()
765{ 684{
766 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
767 stats.Dex -= arch->clone.stats.Dex; 686 {
768 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
769 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
770 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
771 stats.Cha -= arch->clone.stats.Cha; 690 }
772 stats.Int -= arch->clone.stats.Int;
773
774 contr->orig_stats.Str -= arch->clone.stats.Str;
775 contr->orig_stats.Dex -= arch->clone.stats.Dex;
776 contr->orig_stats.Con -= arch->clone.stats.Con;
777 contr->orig_stats.Wis -= arch->clone.stats.Wis;
778 contr->orig_stats.Pow -= arch->clone.stats.Pow;
779 contr->orig_stats.Cha -= arch->clone.stats.Cha;
780 contr->orig_stats.Int -= arch->clone.stats.Int;
781} 691}
782 692
783/* 693/*
784 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
785 */ 695 */
786void 696void
787object::add_statbonus () 697object::add_statbonus ()
788{ 698{
789 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
790 stats.Dex += arch->clone.stats.Dex; 700 {
791 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
792 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
793 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
794 stats.Cha += arch->clone.stats.Cha; 704 }
795 stats.Int += arch->clone.stats.Int;
796
797 contr->orig_stats.Str += arch->clone.stats.Str;
798 contr->orig_stats.Dex += arch->clone.stats.Dex;
799 contr->orig_stats.Con += arch->clone.stats.Con;
800 contr->orig_stats.Wis += arch->clone.stats.Wis;
801 contr->orig_stats.Pow += arch->clone.stats.Pow;
802 contr->orig_stats.Cha += arch->clone.stats.Cha;
803 contr->orig_stats.Int += arch->clone.stats.Int;
804} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
805 720
806/* 721/*
807 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
808 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
809 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
810 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
811 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
812 */ 727 *
813
814/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
815 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
816 */ 730 */
817
818void 731void
819object::update_stats () 732object::update_stats ()
820{ 733{
821 int i, j;
822 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
823 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
824 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
825 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
826 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
827 743
828 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
829 if (type == PLAYER) 745 if (type == PLAYER)
830 { 746 {
747 contr->delayed_update = false;
748
831 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
832 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
833 751
834 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
835 contr->encumbrance = 0; 753 contr->encumbrance = 0;
836 754
837 attacktype = 0; 755 attacktype = 0;
756
838 contr->digestion = 0; 757 contr->digestion = 0;
839 contr->gen_hp = 0; 758 contr->gen_hp = 0;
840 contr->gen_sp = 0; 759 contr->gen_sp = 0;
841 contr->gen_grace = 0; 760 contr->gen_grace = 0;
842 contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
843 contr->item_power = 0; 762 contr->item_power = 0;
844
845 /* Don't clobber all the range_ values. range_golem otherwise
846 * gets reset for no good reason, and we don't want to reset
847 * range_magic (what spell is readied). These three below
848 * well get filled in based on what the player has equipped.
849 */
850 contr->ranges[range_bow] = NULL;
851 contr->ranges[range_misc] = NULL;
852 contr->ranges[range_skill] = NULL;
853 } 763 }
854 764
855 memcpy (body_used, body_info, sizeof (body_info)); 765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
856 767
857 slaying = 0; 768 slaying = 0;
858 769
859 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
860 {
861 CLEAR_FLAG (this, FLAG_XRAYS);
862 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
863 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
864 775
865 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
866 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
867 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
868 779
869 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
871 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
872 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
873 784
874 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
875 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
876 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
877 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
878 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
879 chosen_skill = NULL;
880 790
881 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
882 * archetype clone 792 * archetype clone
883 */ 793 */
884 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
885 795
886 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
887 { 797 {
888 if (resist[i] > 0) 798 if (resist[i] > 0)
889 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
890 else 800 else
891 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
892 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
893 } 804 }
894 805
895 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
896 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
897 808
898 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
899 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
900 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * the fact that maxlevel is factored in could be considered sort of bogus -
901 * we should probably give them some bonus and cap it off - otherwise, 812 * we should probably give them some bonus and cap it off - otherwise,
902 * basically, if a server updates its max level, these playes may find 813 * basically, if a server updates its max level, these playes may find
903 * that their protection from physical goes down 814 * that their protection from physical goes down
904 */ 815 */
905 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
906 { 817 {
907 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
908 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
909 } 820 }
910 else 821 else
911 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
912 823
913 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
914 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
915 828
916 /* OK - we've reset most all the objects attributes to sane values. 829 /* OK - we've reset most all the objects attributes to sane values.
917 * now go through and make adjustments for what the player has equipped. 830 * now go through and make adjustments for what the player has equipped.
918 */ 831 */
919
920 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
921 { 833 {
922 /* See note in map.c:update_position about making this additive
923 * since light sources are never applied, need to put check here.
924 */
925 if (tmp->glow_radius > glow_radius)
926 glow_radius = tmp->glow_radius;
927
928 /* This happens because apply_potion calls change_abil with the potion 834 /* This happens because apply_potion calls change_abil with the potion
929 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
930 * then calls this function. 836 * then calls this function.
931 */ 837 */
932 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
933 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
934 842
935 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
936 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
937 { 845 {
938 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
951 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
952 grace_obj = tmp; 860 grace_obj = tmp;
953 } 861 }
954 } 862 }
955 863
956 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
957 * objects need to make adjustments. 865 * objects need to make adjustments.
958 * This block should handle all player specific changes 866 * This block should handle all player specific changes
959 * The check for Praying is a bit of a hack - god given bonuses are put 867 * The check for Praying is a bit of a hack - god given bonuses are put
960 * in the praying skill, and the player should always get those. 868 * in the praying skill, and the player should always get those.
961 * It also means we need to put in additional checks for applied below, 869 * It also means we need to put in additional checks for applied below,
962 * because the skill shouldn't count against body positions being used 870 * because the skill shouldn't count against body positions being used
963 * up, etc. 871 * up, etc.
964 */ 872 */
965 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
966 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
967 { 878 {
968 if (type == PLAYER) 879 if (type == PLAYER)
969 { 880 {
970 if (tmp->type == BOW) 881 contr->item_power += tmp->item_power;
971 contr->ranges[range_bow] = tmp;
972 882
973 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
974 contr->ranges[range_misc] = tmp;
975
976 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
977 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 884 stat_sum [i] += tmp->stats.stat (i);
978 885
979 /* these are the items that currently can change digestion, regeneration, 886 if (digest_types [tmp->type])
980 * spell point recovery and mana point recovery. Seems sort of an arbitary
981 * list, but other items store other info into stats array.
982 */
983 if ((tmp->type == WEAPON) ||
984 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
985 (tmp->type == SHIELD) || (tmp->type == RING) ||
986 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
987 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
988 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
989 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
990 (tmp->type == SKILL))
991 { 887 {
992 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
993 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
994 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
995 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
996 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
997 contr->item_power += tmp->item_power;
998 } 894 }
999 } /* if this is a player */ 895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
1000 901
1001 /* Update slots used for items */ 902 /* Update slots used for items */
1002 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1003 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1004 body_used[i] += tmp->body_info[i]; 905 slot[i].used += tmp->slot[i].info;
1005 906
1006 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1007 {
1008 speed_reduce_from_disease = tmp->last_sp / 100.0; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1009 if (speed_reduce_from_disease == 0)
1010 speed_reduce_from_disease = 1;
1011 }
1012 909
1013 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1014 * (Negative protections are calculated extactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1015 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1016 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1017 */ 914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
1018 if (tmp->type != POTION) 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
1019 { 927 {
1020 for (i = 0; i < NROFATTACKS; i++) 928 attacktype |= tmp->attacktype;
1021 { 929 path_attuned |= tmp->path_attuned;
1022 /* Potential for cursed potions, in which case we just can use 930 path_repelled |= tmp->path_repelled;
1023 * a straight MAX, as potion_resist is initialized to zero. 931 path_denied |= tmp->path_denied;
1024 */ 932 move_type |= tmp->move_type;
1025 if (tmp->type == POTION_EFFECT) 933 stats.luck += tmp->stats.luck;
1026 {
1027 if (potion_resist[i])
1028 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1029 else
1030 potion_resist[i] = tmp->resist[i];
1031 }
1032 else if (tmp->resist[i] > 0)
1033 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1034 else if (tmp->resist[i] < 0)
1035 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1036 }
1037 } 934 }
1038 935
1039 /* There may be other things that should not adjust the attacktype */ 936 flag |= tmp->flag & copy_flags;
1040 if (tmp->type != BOW && tmp->type != SYMPTOM)
1041 attacktype |= tmp->attacktype;
1042 937
1043 path_attuned |= tmp->path_attuned; 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1044 path_repelled |= tmp->path_repelled; 939 this->set_flag (FLAG_UNDEAD);
1045 path_denied |= tmp->path_denied;
1046 stats.luck += tmp->stats.luck;
1047 move_type |= tmp->move_type;
1048 940
1049 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 941 //TODO: copy_flags?
1050 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 942 if (tmp->flag [FLAG_MAKE_INVIS])
1051 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1052 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1053 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1054 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1055 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1056
1057 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1058 SET_FLAG (this, FLAG_UNDEAD);
1059
1060 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1061 { 943 {
1062 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1063 invisible = 1; 945 invisible = 1;
1064 } 946 }
1065 947
1066 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1067 { 949 {
1068 if (tmp->stats.exp > 0) 950 if (tmp->stats.exp > 0)
1069 { 951 {
1070 added_speed += (float) tmp->stats.exp / 3.0; 952 added_speed += tmp->stats.exp / 3.f;
1071 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1072 } 954 }
1073 else 955 else
1074 added_speed += (float) tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1075 } 957 }
1076 958
1077 switch (tmp->type) 959 switch (tmp->type)
1078 { 960 {
1079 /* skills modifying the character -b.t. */
1080 /* for all skills and skill granting objects */
1081 case SKILL: 961 case SKILL:
1082 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1083 break; 965 break;
1084 966
1085 if (IS_COMBAT_SKILL (tmp->subtype))
1086 wc_obj = tmp;
1087
1088 if (chosen_skill) 967 if (chosen_skill)
968 {
1089 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
1090 971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
1091 chosen_skill = tmp; 977 chosen_skill = tmp;
1092 978
1093 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1094 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1095 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1096 weapon_speed = (int) WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1097 983
1098 if (weapon_speed < 0)
1099 weapon_speed = 0;
1100
1101 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1102 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1103 986
1104 if (tmp->magic) 987 if (tmp->magic)
1105 stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1106 } 989 }
1107 990
1108 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1109 wc -= (tmp->stats.wc + tmp->magic); 992 wc -= tmp->stats.wc + tmp->magic;
1110 993
1111 if (tmp->slaying != NULL) 994 if (tmp->slaying)
1112 slaying = tmp->slaying; 995 slaying = tmp->slaying;
1113 996
1114 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1115 ac -= (tmp->stats.ac + tmp->magic); 998 ac -= tmp->stats.ac + tmp->magic;
1116 999
1117 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1118 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1119
1120 if (type == PLAYER)
1121 contr->ranges[range_skill] = this;
1122
1123 break; 1002 }
1124 1003
1125 case SKILL_TOOL:
1126 if (chosen_skill)
1127 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1128
1129 chosen_skill = tmp;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133 break; 1004 break;
1134 1005
1135 case SHIELD: 1006 case SHIELD:
1136 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1137 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1138 case RING: 1010 case RING:
1139 case AMULET: 1011 case AMULET:
1140 case GIRDLE: 1012 case GIRDLE:
1141 case HELMET: 1013 case HELMET:
1142 case BOOTS: 1014 case BOOTS:
1143 case GLOVES: 1015 case GLOVES:
1144 case CLOAK: 1016 case CLOAK:
1145 if (tmp->stats.wc) 1017 if (tmp->stats.wc)
1146 wc -= (tmp->stats.wc + tmp->magic); 1018 wc -= tmp->stats.wc + tmp->magic;
1147 1019
1148 if (tmp->stats.dam) 1020 if (tmp->stats.dam)
1149 stats.dam += (tmp->stats.dam + tmp->magic); 1021 stats.dam += tmp->stats.dam + tmp->magic;
1150 1022
1151 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1152 ac -= (tmp->stats.ac + tmp->magic); 1024 ac -= tmp->stats.ac + tmp->magic;
1153 1025
1154 break; 1026 break;
1155 1027
1028 case WAND:
1029 case ROD:
1030 case HORN:
1031 break;
1032
1033 case BOW:
1156 case WEAPON: 1034 case WEAPON:
1157 wc -= (tmp->stats.wc + tmp->magic); 1035 wc -= tmp->stats.wc + tmp->magic;
1158 1036
1159 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1037 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1160 ac -= tmp->stats.ac + tmp->magic; 1038 ac -= tmp->stats.ac + tmp->magic;
1161 1039
1162 stats.dam += (tmp->stats.dam + tmp->magic); 1040 stats.dam += tmp->stats.dam + tmp->magic;
1163 weapon_weight = tmp->weight; 1041 weapon_weight = tmp->weight;
1164 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1042 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1165 1043
1166 if (weapon_speed < 0) 1044 if (weapon_speed < 0)
1167 weapon_speed = 0; 1045 weapon_speed = 0;
1168 1046
1169 slaying = tmp->slaying; 1047 slaying = tmp->slaying;
1048
1170 /* If there is desire that two handed weapons should do 1049 /* If there is desire that two handed weapons should do
1171 * extra strength damage, this is where the code should 1050 * extra strength damage, this is where the code should
1172 * go. 1051 * go.
1173 */ 1052 */
1174 current_weapon = tmp; 1053
1054 if (type == PLAYER)
1175 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1055 if (settings.spell_encumbrance)
1176 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1056 contr->encumbrance += tmp->weight * 3 / 1000;
1177 1057
1178 break; 1058 break;
1179 1059
1180 case ARMOUR: /* Only the best of these three are used: */ 1060 case ARMOUR: /* Only the best of these three are used: */
1181 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1061 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1182 contr->encumbrance += (int) tmp->weight / 1000; 1062 contr->encumbrance += tmp->weight / 1000;
1183 1063
1184 case BRACERS: 1064 case BRACERS:
1185 case FORCE: 1065 case FORCE:
1186 if (tmp->stats.wc) 1066 if (tmp->stats.wc)
1187 { 1067 {
1204 else /* To nullify the below effect */ 1084 else /* To nullify the below effect */
1205 ac += tmp->stats.ac + tmp->magic; 1085 ac += tmp->stats.ac + tmp->magic;
1206 } 1086 }
1207 1087
1208 if (tmp->stats.wc) 1088 if (tmp->stats.wc)
1209 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1210 1090
1211 if (tmp->stats.ac) 1091 if (tmp->stats.ac)
1212 ac -= (tmp->stats.ac + tmp->magic); 1092 ac -= tmp->stats.ac + tmp->magic;
1213 1093
1214 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1094 if (ARMOUR_SPEED (tmp))
1215 max = ARMOUR_SPEED (tmp) / 10.0; 1095 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1216 1096
1217 break; 1097 break;
1218 } /* switch tmp->type */ 1098 } /* switch tmp->type */
1219 } /* item is equipped */ 1099 } /* item is equipped */
1220 } /* for loop of items */ 1100 } /* for loop of items */
1101
1102 min_it (glow_radius, MAX_LIGHT_RADIUS);
1221 1103
1222 /* We've gone through all the objects the player has equipped. For many things, we 1104 /* We've gone through all the objects the player has equipped. For many things, we
1223 * have generated intermediate values which we now need to assign. 1105 * have generated intermediate values which we now need to assign.
1224 */ 1106 */
1225 1107
1227 * If there is an uncursed potion in effect, granting more protection 1109 * If there is an uncursed potion in effect, granting more protection
1228 * than that, we take: 'total resistance = resistance from potion'. 1110 * than that, we take: 'total resistance = resistance from potion'.
1229 * If there is a cursed (and no uncursed) potion in effect, we take 1111 * If there is a cursed (and no uncursed) potion in effect, we take
1230 * 'total resistance = vulnerability from cursed potion'. 1112 * 'total resistance = vulnerability from cursed potion'.
1231 */ 1113 */
1232 for (i = 0; i < NROFATTACKS; i++) 1114 for (int i = 0; i < NROFATTACKS; i++)
1233 { 1115 {
1234 resist[i] = prot[i] - vuln[i]; 1116 resist[i] = prot[i] - vuln[i];
1235 1117
1236 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1118 if (potion_resist[i] != -1000
1119 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1237 resist[i] = potion_resist[i]; 1120 resist[i] = potion_resist[i];
1238 } 1121 }
1239 1122
1240 /* Figure out the players sp/mana/hp totals. */
1241 if (type == PLAYER) 1123 if (type == PLAYER)
1242 { 1124 {
1125 // clamp various player stats
1126 for (int i = 0; i < NUM_STATS; ++i)
1127 stats.stat (i) = stat_sum [i];
1128
1129 check_stat_bounds (&stats);
1130
1131 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1132
1133 /* Figure out the players sp/mana/hp totals. */
1243 int pl_level; 1134 int pl_level;
1244 1135
1245 check_stat_bounds (&(stats));
1246 pl_level = level;
1247
1248 if (pl_level < 1)
1249 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1136 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1250 1137
1251 /* You basically get half a con bonus/level. But we do take into account rounding, 1138 /* You basically get half a con bonus/level. But we do take into account rounding,
1252 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1139 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1253 */ 1140 */
1254 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1141 stats.maxhp = 0;
1142 for (int i = 1; i <= min (10, pl_level); i++)
1255 { 1143 {
1256 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1144 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1257 1145
1258 if (i % 2 && con_bonus[stats.Con] % 2) 1146 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[stats.Con] > 0) 1147 if (con_bonus[stats.Con] > 0)
1261 j++; 1148 j++;
1262 else 1149 else
1263 j--; 1150 j--;
1264 }
1265 1151
1266 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1152 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1267 } 1153 }
1268 1154
1269 for (i = 11; i <= level; i++) 1155 stats.maxhp += 2 * max (0, level - 10);
1270 stats.maxhp += 2;
1271 1156
1272 if (stats.hp > stats.maxhp) 1157 if (stats.hp > stats.maxhp)
1273 stats.hp = stats.maxhp; 1158 stats.hp = stats.maxhp;
1274 1159
1275 /* Sp gain is controlled by the level of the player's 1160 /* Sp gain is controlled by the level of the player's
1288 1173
1289 if (mana_obj == this && type == PLAYER) 1174 if (mana_obj == this && type == PLAYER)
1290 stats.maxsp = 1; 1175 stats.maxsp = 1;
1291 else 1176 else
1292 { 1177 {
1293 sp_tmp = 0.0; 1178 float sp_tmp = 0.f;
1294 1179
1295 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1180 for (int i = 1; i <= min (10, mana_obj->level); i++)
1296 { 1181 {
1297 float stmp; 1182 float stmp;
1298 1183
1299 /* Got some extra bonus at first level */ 1184 /* Got some extra bonus at first level */
1300 if (i < 2) 1185 if (i < 2)
1301 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1302 else 1187 else
1303 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1188 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1304 1189
1305 if (stmp < 1.0)
1306 stmp = 1.0;
1307
1308 sp_tmp += stmp; 1190 sp_tmp += max (1.f, stmp);
1309 } 1191 }
1310 1192
1311 stats.maxsp = (int) sp_tmp; 1193 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1312
1313 for (i = 11; i <= mana_obj->level; i++)
1314 stats.maxsp += 2;
1315 } 1194 }
1195
1316 /* Characters can get their sp supercharged via rune of transferrance */ 1196 /* Characters can get their sp supercharged via rune of transferrance */
1317 if (stats.sp > stats.maxsp * 2) 1197 stats.sp = min (stats.sp, stats.maxsp * 2);
1318 stats.sp = stats.maxsp * 2;
1319 1198
1320 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1199 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1321 if (!grace_obj || !grace_obj->level || type != PLAYER) 1200 if (!grace_obj || !grace_obj->level || type != PLAYER)
1322 grace_obj = this; 1201 grace_obj = this;
1323 1202
1328 /* store grace in a float - this way, the divisions below don't create 1207 /* store grace in a float - this way, the divisions below don't create
1329 * big jumps when you go from level to level - with int's, it then 1208 * big jumps when you go from level to level - with int's, it then
1330 * becomes big jumps when the sums of the bonuses jump to the next 1209 * becomes big jumps when the sums of the bonuses jump to the next
1331 * step of 8 - with floats, even fractional ones are useful. 1210 * step of 8 - with floats, even fractional ones are useful.
1332 */ 1211 */
1333 sp_tmp = 0.0; 1212 float sp_tmp = 0.f;
1334 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1213
1214 for (int i = 1; i <= min (10, grace_obj->level); i++)
1335 { 1215 {
1336 float grace_tmp = 0.0; 1216 float grace_tmp = 0.f;
1337 1217
1338 /* Got some extra bonus at first level */ 1218 /* Got some extra bonus at first level */
1339 if (i < 2) 1219 if (i < 2)
1340 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1341 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1342 else 1221 else
1343 grace_tmp = (float) contr->levgrace[i]
1344 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1222 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1345 1223
1346 if (grace_tmp < 1.0)
1347 grace_tmp = 1.0;
1348
1349 sp_tmp += grace_tmp; 1224 sp_tmp += max (1.f, grace_tmp);
1350 } 1225 }
1351 1226
1352 stats.maxgrace = (int) sp_tmp;
1353
1354 /* two grace points per level after 11 */ 1227 /* two grace points per level after 10 */
1355 for (i = 11; i <= grace_obj->level; i++) 1228 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1356 stats.maxgrace += 2;
1357 } 1229 }
1230
1358 /* No limit on grace vs maxgrace */ 1231 /* No limit on grace vs maxgrace */
1359 1232
1360 if (contr->braced) 1233 if (contr->braced)
1361 { 1234 {
1362 ac += 2; 1235 ac += 2;
1374 * improvement every level, now its fighterlevel/5. So 1247 * improvement every level, now its fighterlevel/5. So
1375 * we give the player a bonus here in wc and dam 1248 * we give the player a bonus here in wc and dam
1376 * to make up for the change. Note that I left the 1249 * to make up for the change. Note that I left the
1377 * monster bonus the same as before. -b.t. 1250 * monster bonus the same as before. -b.t.
1378 */ 1251 */
1252 object *wc_obj = chosen_skill;
1379 1253
1380 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1254 if (contr && wc_obj && wc_obj->level > 1)
1381 { 1255 {
1382 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1256 wc -= wc_obj->level + thaco_bonus[stats.Str];
1257
1383 for (i = 1; i < wc_obj->level; i++) 1258 for (int i = 1; i < wc_obj->level; i++)
1384 { 1259 {
1385 /* addtional wc every 6 levels */ 1260 /* additional wc every 6 levels */
1386 if (!(i % 6)) 1261 if (!(i % 6))
1387 wc--; 1262 wc--;
1263
1388 /* addtional dam every 4 levels. */ 1264 /* additional dam every 4 levels. */
1389 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1265 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1390 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1266 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1391 } 1267 }
1392 } 1268 }
1393 else 1269 else
1394 wc -= (level + thaco_bonus[stats.Str]); 1270 wc -= level + thaco_bonus[stats.Str];
1395 1271
1396 stats.dam += dam_bonus[stats.Str]; 1272 stats.dam += dam_bonus[stats.Str];
1397 1273
1398 if (stats.dam < 1) 1274 if (stats.dam < 1)
1399 stats.dam = 1; 1275 stats.dam = 1;
1400 1276
1401 speed = 1.0 + speed_bonus[stats.Dex]; 1277 speed = 1.f + speed_bonus[stats.Dex];
1402 1278
1403 if (settings.search_items && contr->search_str[0]) 1279 if (settings.search_items && contr->search_str[0])
1404 speed -= 1; 1280 speed -= 1;
1405
1406 if (attacktype == 0)
1407 attacktype = arch->clone.attacktype;
1408
1409 } /* End if player */ 1281 } /* End if player */
1410 1282
1411 if (added_speed >= 0) 1283 if (added_speed >= 0)
1412 speed += added_speed / 10.0; 1284 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1285 else /* Something wrong here...: */
1414 speed /= (float) (1.0 - added_speed); 1286 speed /= 1.f - added_speed;
1415 1287
1416 /* Max is determined by armour */ 1288 /* Max is determined by armour */
1417 if (speed > max) 1289 speed = min (speed, max_speed);
1418 speed = max;
1419 1290
1420 if (type == PLAYER) 1291 if (type == PLAYER)
1421 { 1292 {
1422 /* f is a number the represents the number of kg above (positive num) 1293 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1294 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1295 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1296 * much above he is, and what is max carry is
1426 */ 1297 */
1427 f = (carrying / 1000) - max_carry[stats.Str]; 1298 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1299 if (f > 0.f)
1429 speed = speed / (1.0 + f / max_carry[stats.Str]); 1300 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1301 }
1431 1302
1432 speed += bonus_speed / 10.0; /* Not affected by limits */ 1303 speed += bonus_speed / 10.f; /* Not affected by limits */
1304 speed *= speed_reduce_from_disease;
1433 1305
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1306 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1307 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1308 */
1437 speed = speed * speed_reduce_from_disease; 1309 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1438 1310
1439 if (speed < 0.01 && type == PLAYER) 1311 if (speed != old_speed)
1440 speed = 0.01; 1312 set_speed (speed);
1441 1313
1442 if (type == PLAYER) 1314 if (type == PLAYER)
1443 { 1315 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1316 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1317 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1318 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1319 * that would just be a real pain to read.
1450 */ 1320 */
1451 M = (max_carry[stats.Str] - 121) / 121.0; 1321 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[stats.Str] / 100.0; 1322 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1323 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1324 float s = (20 - weapon_speed) / 10.f;
1455 D = (stats.Dex - 14) / 14.0; 1325 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1326 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1327
1457 K *= (4 + level) / (float) (6 + level) * 1.2; 1328 K *= (4 + level) * 1.2f / (6 + level);
1329
1458 if (K <= 0) 1330 if (K <= 0.01f)
1459 K = 0.01; 1331 K = 0.01f;
1460 S = speed / (K * s); 1332
1461 contr->weapon_sp = S; 1333 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1334 }
1463 1335
1464 /* I want to limit the power of small monsters with big weapons: */ 1336 /* I want to limit the power of small monsters with big weapons: */
1465 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1337 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1466 stats.dam = arch->clone.stats.dam * 3; 1338 stats.dam = arch->stats.dam * 3;
1467 1339
1468 /* Prevent overflows of wc - best you can get is ABS(120) - this 1340 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1469 * should be more than enough - remember, AC is also in 8 bits, 1341 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1470 * so its value is the same.
1471 */
1472 if (wc > 120)
1473 wc = 120;
1474 else if (wc < -120)
1475 wc = -120;
1476
1477 stats.wc = wc;
1478
1479 if (ac > 120)
1480 ac = 120;
1481 else if (ac < -120)
1482 ac = -120;
1483
1484 stats.ac = ac;
1485 1342
1486 /* if for some reason the creature doesn't have any move type, 1343 /* if for some reason the creature doesn't have any move type,
1487 * give them walking as a default. 1344 * give them walking as a default.
1488 * The second case is a special case - to more closely mimic the 1345 * The second case is a special case - to more closely mimic the
1489 * old behaviour - if your flying, your not walking - just 1346 * old behaviour - if your flying, your not walking - just
1492 if (move_type == 0) 1349 if (move_type == 0)
1493 move_type = MOVE_WALK; 1350 move_type = MOVE_WALK;
1494 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1351 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1495 move_type &= ~MOVE_WALK; 1352 move_type &= ~MOVE_WALK;
1496 1353
1497 update_ob_speed (this); 1354 // now apply the new move_type
1355 if (this->move_type != move_type)
1356 change_move_type (move_type);
1498 1357
1499 /* It is quite possible that a player's spell costing might have changed, 1358 /* It is quite possible that a player's spell costing might have changed,
1500 * so we will check that now. 1359 * so we will check that now.
1501 */ 1360 */
1502 if (type == PLAYER) 1361 if (is_player ())
1362 contr->update_spells ();
1363
1364 // update the mapspace, if we are on a map
1365 if (!flag [FLAG_REMOVED] && map)
1366 map->at (x, y).flags_ = 0;
1367}
1368
1369void
1370object::set_glow_radius (sint8 rad)
1371{
1372 glow_radius = rad;
1373
1374 if (is_on_map ())
1375 update_all_los (map, x, y);
1376 else if (object *env = outer_env ())
1503 { 1377 {
1504 esrv_update_stats (contr); 1378 env->update_stats ();
1505 esrv_update_spells (contr); 1379
1380 if (env->is_on_map ())
1381 update_all_los (env->map, env->x, env->y);
1506 } 1382 }
1507} 1383}
1508 1384
1509/* 1385/*
1510 * Returns true if the given player is a legal class. 1386 * Returns true if the given player is a legal class.
1514 * false otherwise. 1390 * false otherwise.
1515 */ 1391 */
1516int 1392int
1517allowed_class (const object *op) 1393allowed_class (const object *op)
1518{ 1394{
1519 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1395 return op->stats.Dex > 0
1520 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1396 && op->stats.Str > 0
1397 && op->stats.Con > 0
1398 && op->stats.Int > 0
1399 && op->stats.Wis > 0
1400 && op->stats.Pow > 0
1401 && op->stats.Cha > 0;
1521} 1402}
1522 1403
1523/* 1404/*
1524 * set the new dragon name after gaining levels or 1405 * set the new dragon name after gaining levels or
1525 * changing ability focus (later this can be extended to 1406 * changing ability focus (later this can be extended to
1526 * eventually change the player's face and animation) 1407 * eventually change the player's face and animation)
1527 *
1528 * Note that the title is written to 'own_title' in the
1529 * player struct. This should be changed to 'ext_title'
1530 * as soon as clients support this!
1531 * Please, anyone, write support for 'ext_title'.
1532 */ 1408 */
1533void 1409void
1534set_dragon_name (object *pl, const object *abil, const object *skin) 1410set_dragon_name (object *pl, const object *abil, const object *skin)
1535{ 1411{
1536 int atnr = -1; /* attacknumber of highest level */ 1412 int atnr = -1; /* attacknumber of highest level */
1554 /* now if there are equals at highest level, pick the one with focus, 1430 /* now if there are equals at highest level, pick the one with focus,
1555 or else at random */ 1431 or else at random */
1556 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1432 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1557 atnr = abil->stats.exp; 1433 atnr = abil->stats.exp;
1558 1434
1559 level = (int) (level / 5.);
1560
1561 /* now set the new title */ 1435 /* now set the new title */
1562 if (pl->contr != NULL)
1563 {
1564 if (level == 0)
1565 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1436 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1566 else if (level == 1)
1567 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1437 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1568 else if (level == 2)
1569 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1438 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1570 else if (level == 3)
1571 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1439 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1572 else 1440 else
1573 { 1441 {
1574 /* special titles for extra high resistance! */ 1442 /* special titles for extra high resistance! */
1575 if (skin->resist[atnr] > 80)
1576 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1443 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1577 else if (skin->resist[atnr] > 50)
1578 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1444 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1579 else
1580 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1445 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1581 }
1582 } 1446 }
1583 1447
1584 strcpy (pl->contr->own_title, ""); 1448 strcpy (pl->contr->own_title, "");
1585} 1449}
1586 1450
1587/* 1451/*
1588 * This function is called when a dragon-player gains 1452 * This function is called when a dragon-player gains
1589 * an overall level. Here, the dragon might gain new abilities 1453 * an overall level. Here, the dragon might gain new abilities
1590 * or change the ability-focus. 1454 * or change the ability-focus.
1591 */ 1455 */
1592void 1456static void
1593dragon_level_gain (object *who) 1457dragon_level_gain (object *who)
1594{ 1458{
1595 object *abil = NULL; /* pointer to dragon ability force */ 1459 object *abil = NULL; /* pointer to dragon ability force */
1596 object *skin = NULL; /* pointer to dragon skin force */ 1460 object *skin = NULL; /* pointer to dragon skin force */
1597 object *tmp = NULL; /* tmp. object */ 1461 object *tmp = NULL; /* tmp. object */
1598 char buf[MAX_BUF]; /* tmp. string buffer */ 1462 char buf[MAX_BUF]; /* tmp. string buffer */
1599 1463
1600 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1464 /* now grab the 'dragon_ability'-forces from the player's inventory */
1601 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1465 for (tmp = who->inv; tmp; tmp = tmp->below)
1602 {
1603 if (tmp->type == FORCE) 1466 if (tmp->type == FORCE)
1604 { 1467 if (tmp->arch->archname == shstr_dragon_ability_force)
1605 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1606 abil = tmp; 1468 abil = tmp;
1607 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1469 else if (tmp->arch->archname == shstr_dragon_skin_force)
1608 skin = tmp; 1470 skin = tmp;
1609 } 1471
1610 }
1611 /* if the force is missing -> bail out */ 1472 /* if the force is missing -> bail out */
1612 if (abil == NULL) 1473 if (abil == NULL)
1613 return; 1474 return;
1614 1475
1615 /* The ability_force keeps track of maximum level ever achieved. 1476 /* The ability_force keeps track of maximum level ever achieved.
1656 object *skill_obj; 1517 object *skill_obj;
1657 1518
1658 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1519 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1659 if (!skill_obj) 1520 if (!skill_obj)
1660 { 1521 {
1661 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1522 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1662 return NULL; 1523 return NULL;
1663 } 1524 }
1525
1664 /* clear the flag - exp goes into this bucket, but player 1526 /* clear the flag - exp goes into this bucket, but player
1665 * still doesn't know it. 1527 * still doesn't know it.
1666 */ 1528 */
1667 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1529 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1668 skill_obj->stats.exp = 0; 1530 skill_obj->stats.exp = 0;
1669 skill_obj->level = 1; 1531 skill_obj->level = 1;
1670 insert_ob_in_ob (skill_obj, op); 1532 op->insert (skill_obj);
1671 if (op->contr) 1533
1672 { 1534 if (player *pl = op->contr)
1673 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1535 pl->link_skills ();
1674 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1536
1675 }
1676 return skill_obj; 1537 return skill_obj;
1677} 1538}
1678
1679 1539
1680/* player_lvl_adj() - for the new exp system. we are concerned with 1540/* player_lvl_adj() - for the new exp system. we are concerned with
1681 * whether the player gets more hp, sp and new levels. 1541 * whether the player gets more hp, sp and new levels.
1682 * Note this this function should only be called for players. Monstes 1542 * Note this this function should only be called for players. Monstes
1683 * don't really gain levels 1543 * don't really gain levels
1686 */ 1546 */
1687void 1547void
1688player_lvl_adj (object *who, object *op) 1548player_lvl_adj (object *who, object *op)
1689{ 1549{
1690 char buf[MAX_BUF]; 1550 char buf[MAX_BUF];
1551 bool changed = false;
1691 1552
1692 if (!op) /* when rolling stats */ 1553 if (!op) /* when rolling stats */
1693 op = who; 1554 op = who;
1694 1555
1695 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1556 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1696 { 1557 {
1558 changed = true;
1559
1697 op->level++; 1560 op->level++;
1698 1561
1699 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1562 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1700 dragon_level_gain (who); 1563 dragon_level_gain (who);
1701 1564
1702 /* Only roll these if it is the player (who) that gained the level */ 1565 /* Only roll these if it is the player (who) that gained the level */
1703 if (op == who && (who->level < 11) && who->type == PLAYER) 1566 if (op == who && (who->level < 11) && who->type == PLAYER)
1704 { 1567 {
1705 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1568 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1706 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1569 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1707 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1570 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1708 } 1571 }
1709 1572
1710 who->update_stats ();
1711 if (op->level > 1) 1573 if (op->level > 1)
1712 { 1574 {
1713 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1576 {
1577 who->contr->play_sound (sound_find ("skill_up"));
1714 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1579 }
1715 else 1580 else
1581 {
1582 who->contr->play_sound (sound_find ("level_up"));
1716 sprintf (buf, "You are now level %d.", op->level); 1583 sprintf (buf, "You are now level %d.", op->level);
1584 }
1585
1717 if (who) 1586 if (who)
1718 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1587 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1719 } 1588 }
1720 player_lvl_adj (who, op); /* To increase more levels */
1721 } 1589 }
1590
1722 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1591 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1723 { 1592 {
1593 changed = true;
1594
1724 op->level--; 1595 op->level--;
1725 who->update_stats (); 1596
1726 if (op->type != PLAYER) 1597 if (op->type != PLAYER)
1727 { 1598 {
1728 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1599 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1729 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1600 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1730 } 1601 }
1731 player_lvl_adj (who, op); /* To decrease more levels */
1732 } 1602 }
1733 1603
1734 /* check if the spell data has changed */ 1604 if (changed)
1735 esrv_update_stats (who->contr); 1605 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1736 esrv_update_spells (who->contr);
1737} 1606}
1738 1607
1739/* 1608/*
1740 * Returns how much experience is needed for a player to become 1609 * Returns how much experience is needed for a player to become
1741 * the given level. level should really never exceed max_level 1610 * the given level. level should really never exceed max_level
1742 */ 1611 */
1743 1612
1744sint64 1613sint64
1745level_exp (int level, double expmul) 1614level_exp (int level, double expmul)
1746{ 1615{
1747 if (level > settings.max_level) 1616 return expmul * level_to_min_exp (level);
1748 return (sint64) (expmul * levels[settings.max_level]);
1749 return (sint64) (expmul * levels[level]);
1750} 1617}
1751 1618
1752/* 1619/*
1753 * Ensure that the permanent experience requirements in an exp object are met. 1620 * Ensure that the permanent experience requirements in an exp object are met.
1754 * This really just checks 'op to make sure the perm_exp value is within 1621 * This really just checks 'op to make sure the perm_exp value is within
1782 * NULL, in which case exp increases the players general 1649 * NULL, in which case exp increases the players general
1783 * total, but not any particular skill. 1650 * total, but not any particular skill.
1784 * flag is what to do if the player doesn't have the skill: 1651 * flag is what to do if the player doesn't have the skill:
1785 */ 1652 */
1786static void 1653static void
1787add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1654add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1788{ 1655{
1789 object *skill_obj = NULL; 1656 object *skill_obj;
1790 sint64 limit, exp_to_add; 1657 sint64 limit, exp_to_add;
1791 int i; 1658 int i;
1792 1659
1793 /* prevents some forms of abuse. */ 1660 /* prevents some forms of abuse. */
1794 if (op->contr->braced) 1661 if (op->contr->braced)
1795 exp = exp / 5; 1662 exp /= 5;
1796 1663
1797 /* Try to find the matching skill. 1664 /* Try to find the matching skill.
1798 * We do a shortcut/time saving mechanism first - see if it matches 1665 * We do a shortcut/time saving mechanism first - see if it matches
1799 * chosen_skill. This means we don't need to search through 1666 * chosen_skill. This means we don't need to search through
1800 * the players inventory. 1667 * the players inventory.
1801 */ 1668 */
1669 skill_obj = 0;
1670
1802 if (skill_name) 1671 if (skill_name)
1803 { 1672 {
1804 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1673 skill_obj = op->contr->find_skill (skill_name);
1805 skill_obj = op->chosen_skill;
1806 else
1807 {
1808 for (i = 0; i < NUM_SKILLS; i++)
1809 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1810 {
1811 skill_obj = op->contr->last_skill_ob[i];
1812 break;
1813 }
1814 1674
1815 /* Player doesn't have the skill. Check to see what to do, and give 1675 /* Player doesn't have the skill. Check to see what to do, and give
1816 * it to the player if necessary 1676 * it to the player if necessary
1817 */ 1677 */
1818 if (!skill_obj) 1678 if (!skill_obj)
1819 { 1679 {
1820 if (flag == SK_EXP_NONE) 1680 if (flag == SK_EXP_NONE)
1821 return; 1681 return;
1682
1822 else if (flag == SK_EXP_ADD_SKILL) 1683 if (flag == SK_EXP_ADD_SKILL)
1823 give_skill_by_name (op, skill_name); 1684 skill_obj = give_skill_by_name (op, skill_name);
1824 }
1825 } 1685 }
1826 } 1686 }
1827 1687
1828 if (flag != SK_EXP_SKILL_ONLY) 1688 if (flag != SK_EXP_SKILL_ONLY)
1829 { 1689 {
1830 /* Basically, you can never gain more experience in one shot 1690 /* Basically, you can never gain more experience in one shot
1831 * than half what you need to gain for next level. 1691 * than half what you need to gain for next level.
1832 */ 1692 */
1833 exp_to_add = exp; 1693 exp_to_add = exp;
1834 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1694 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1835 if (exp_to_add > limit) 1695 if (exp_to_add > limit)
1836 exp_to_add = limit; 1696 exp_to_add = limit;
1837 1697
1838 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1698 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1839 if (settings.permanent_exp_ratio) 1699 if (settings.permanent_exp_ratio)
1846 } 1706 }
1847 1707
1848 if (skill_obj) 1708 if (skill_obj)
1849 { 1709 {
1850 exp_to_add = exp; 1710 exp_to_add = exp;
1851 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1711 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1852 if (exp_to_add > limit) 1712 if (exp_to_add > limit)
1853 exp_to_add = limit; 1713 exp_to_add = limit;
1854 1714
1855 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1715 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1856 if (settings.permanent_exp_ratio) 1716 if (settings.permanent_exp_ratio)
1862 player_lvl_adj (op, skill_obj); 1722 player_lvl_adj (op, skill_obj);
1863 } 1723 }
1864} 1724}
1865 1725
1866/* This function checks to make sure that object 'op' can 1726/* This function checks to make sure that object 'op' can
1867 * lost 'exp' experience. It returns the amount of exp 1727 * lose 'exp' experience. It returns the amount of exp
1868 * object 'op' can in fact lose - it basically makes 1728 * object 'op' can in fact lose - it basically makes
1869 * adjustments based on permanent exp and the like. 1729 * adjustments based on permanent exp and the like.
1870 * This function should always be used for losing experience - 1730 * This function should always be used for losing experience -
1871 * the 'exp' value passed should be positive - this is the 1731 * the 'exp' value passed should be positive - this is the
1872 * amount that should get subtract from the player. 1732 * amount that should get subtract from the player.
1873 */ 1733 */
1874sint64 1734static sint64
1875check_exp_loss (const object *op, sint64 exp) 1735check_exp_loss (const object *op, sint64 exp)
1876{ 1736{
1877 sint64 del_exp; 1737 sint64 del_exp;
1878 1738
1879 if (exp > op->stats.exp) 1739 if (exp > op->stats.exp)
1880 exp = op->stats.exp; 1740 exp = op->stats.exp;
1741
1881 if (settings.permanent_exp_ratio) 1742 if (settings.permanent_exp_ratio)
1882 { 1743 {
1883 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1744 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1745
1884 if (del_exp < 0) 1746 if (del_exp < 0)
1885 del_exp = 0; 1747 del_exp = 0;
1748
1886 if (exp > del_exp) 1749 if (exp > del_exp)
1887 exp = del_exp; 1750 exp = del_exp;
1888 } 1751 }
1752
1889 return exp; 1753 return exp;
1890} 1754}
1891 1755
1892sint64 1756sint64
1893check_exp_adjust (const object *op, sint64 exp) 1757check_exp_adjust (const object *op, sint64 exp)
1894{ 1758{
1895 if (exp < 0) 1759 if (exp < 0)
1896 return check_exp_loss (op, exp); 1760 return check_exp_loss (op, exp);
1897 else 1761 else
1898 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1762 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1899} 1763}
1900
1901 1764
1902/* Subtracts experience from player. 1765/* Subtracts experience from player.
1903 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1766 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1904 * only subtract from the matching skill. Otherwise, 1767 * only subtract from the matching skill. Otherwise,
1905 * this subtracts a portion from all 1768 * this subtracts a portion from all
1910 * where everything is at the minimum perm exp, he would lose nothing. 1773 * where everything is at the minimum perm exp, he would lose nothing.
1911 * exp is the amount of exp to subtract - thus, it should be 1774 * exp is the amount of exp to subtract - thus, it should be
1912 * a postive number. 1775 * a postive number.
1913 */ 1776 */
1914static void 1777static void
1915subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1778subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1916{ 1779{
1917 float fraction = (float) exp / (float) op->stats.exp; 1780 float fraction = (float) exp / (float) op->stats.exp;
1918 object *tmp; 1781 object *tmp;
1919 sint64 del_exp; 1782 sint64 del_exp;
1920 1783
1921 for (tmp = op->inv; tmp; tmp = tmp->below) 1784 for (tmp = op->inv; tmp; tmp = tmp->below)
1922 if (tmp->type == SKILL && tmp->stats.exp) 1785 if (tmp->type == SKILL && tmp->stats.exp)
1923 { 1786 {
1924 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1787 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1925 { 1788 {
1926 del_exp = check_exp_loss (tmp, exp); 1789 del_exp = check_exp_loss (tmp, exp);
1927 tmp->stats.exp -= del_exp; 1790 tmp->stats.exp -= del_exp;
1928 player_lvl_adj (op, tmp); 1791 player_lvl_adj (op, tmp);
1929 } 1792 }
1930 else if (flag != SK_SUBTRACT_SKILL_EXP) 1793 else if (flag != SK_SUBTRACT_SKILL_EXP)
1931 { 1794 {
1932 /* only want to process other skills if we are not trying 1795 /* only want to process other skills if we are not trying
1933 * to match a specific skill. 1796 * to match a specific skill.
1934 */ 1797 */
1935 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1798 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1936 tmp->stats.exp -= del_exp; 1799 tmp->stats.exp -= del_exp;
1937 player_lvl_adj (op, tmp); 1800 player_lvl_adj (op, tmp);
1938 } 1801 }
1939 } 1802 }
1803
1940 if (flag != SK_SUBTRACT_SKILL_EXP) 1804 if (flag != SK_SUBTRACT_SKILL_EXP)
1941 { 1805 {
1942 del_exp = check_exp_loss (op, exp); 1806 del_exp = check_exp_loss (op, exp);
1943 op->stats.exp -= del_exp; 1807 op->stats.exp -= del_exp;
1944 player_lvl_adj (op, NULL); 1808 player_lvl_adj (op, NULL);
1945 } 1809 }
1946} 1810}
1947
1948
1949 1811
1950/* change_exp() - changes experience to a player/monster. This 1812/* change_exp() - changes experience to a player/monster. This
1951 * does bounds checking to make sure we don't overflow the max exp. 1813 * does bounds checking to make sure we don't overflow the max exp.
1952 * 1814 *
1953 * The exp passed is typically not modified much by this function - 1815 * The exp passed is typically not modified much by this function -
1954 * it is assumed the caller has modified the exp as needed. 1816 * it is assumed the caller has modified the exp as needed.
1955 * skill_name is the skill that should get the exp added. 1817 * skill_name is the skill that should get the exp added.
1956 * flag is what to do if player doesn't have the skill. 1818 * flag is what to do if player doesn't have the skill.
1957 * these last two values are only used for players. 1819 * these last two values are only used for players.
1958 */ 1820 */
1959
1960void 1821void
1961change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1822change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1962{ 1823{
1963
1964#ifdef EXP_DEBUG 1824#ifdef EXP_DEBUG
1965 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1825 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1966#endif 1826#endif
1967 1827
1968 /* safety */ 1828 /* safety */
1984 * worth. 1844 * worth.
1985 */ 1845 */
1986 if (op->type != PLAYER) 1846 if (op->type != PLAYER)
1987 { 1847 {
1988 /* Sanity check */ 1848 /* Sanity check */
1989 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1849 if (!op->flag [FLAG_ALIVE])
1990 return; 1850 return;
1991 1851
1992 /* reset exp to max allowed value. We subtract from 1852 /* reset exp to max allowed value. We subtract from
1993 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1853 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
1994 * more than max exp, just return. 1854 * more than max exp, just return.
2009 else 1869 else
2010 /* note that when you lose exp, it doesn't go against 1870 /* note that when you lose exp, it doesn't go against
2011 * a particular skill, so we don't need to pass that 1871 * a particular skill, so we don't need to pass that
2012 * along. 1872 * along.
2013 */ 1873 */
2014 subtract_player_exp (op, FABS (exp), skill_name, flag); 1874 subtract_player_exp (op, abs (exp), skill_name, flag);
2015
2016 } 1875 }
2017} 1876}
2018 1877
2019/* Applies a death penalty experience, the size of this is defined by the 1878/* Applies a death penalty experience, the size of this is defined by the
2020 * settings death_penalty_percentage and death_penalty_levels, and by the 1879 * settings death_penalty_percentage and death_penalty_levels, and by the
2021 * amount of permenent experience, whichever gives the lowest loss. 1880 * amount of permenent experience, whichever gives the lowest loss.
2022 */ 1881 */
2023
2024void 1882void
2025apply_death_exp_penalty (object *op) 1883apply_death_exp_penalty (object *op)
2026{ 1884{
2027 object *tmp;
2028 sint64 loss; 1885 sint64 loss;
2029 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1886 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2030 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1887 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2031 1888
2032 for (tmp = op->inv; tmp; tmp = tmp->below) 1889 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2033 if (tmp->type == SKILL && tmp->stats.exp) 1890 if (tmp->type == SKILL && tmp->stats.exp)
2034 { 1891 {
2035
2036 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1892 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2037 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1893 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2038 1894
2039 /* With the revised exp system, you can get cases where 1895 /* With the revised exp system, you can get cases where
2040 * losing several levels would still require that you have more 1896 * losing several levels would still require that you have more
2041 * exp than you currently have - this is true if the levels 1897 * exp than you currently have - this is true if the levels
2042 * tables is a lot harder. 1898 * tables is a lot harder.
2043 */ 1899 */
2044 if (level_loss < 0) 1900 if (level_loss < 0)
2045 level_loss = 0; 1901 level_loss = 0;
2046 1902
2047 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1903 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2048 1904
2049 tmp->stats.exp -= loss; 1905 tmp->stats.exp -= loss;
2050 player_lvl_adj (op, tmp); 1906 player_lvl_adj (op, tmp);
2051 } 1907 }
2052 1908
2053 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1909 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2054 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1910 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1911
2055 if (level_loss < 0) 1912 if (level_loss < 0)
2056 level_loss = 0; 1913 level_loss = 0;
1914
2057 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1915 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2058 1916
2059 op->stats.exp -= loss; 1917 op->stats.exp -= loss;
2060 player_lvl_adj (op, NULL); 1918 player_lvl_adj (op, NULL);
2061} 1919}
2062 1920

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