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Comparing deliantra/server/common/living.C (file contents):
Revision 1.13 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.112 by root, Sun Mar 28 16:41:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 30 */
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "wisdom", "charisma", "intelligence", "power" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Wis", "Cha", "Int", "Pow" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240
241void
242set_attr_value (living * stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 235
270/* 236/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274
275void 240void
276change_attr_value (living * stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
277{ 242{
278 if (value == 0) 243 stats->stat (attr) += value;
279 return;
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living * stats, int attr)
314{
315 switch (attr)
316 {
317 case STR:
318 return (stats->Str);
319 case DEX:
320 return (stats->Dex);
321 case CON:
322 return (stats->Con);
323 case WIS:
324 return (stats->Wis);
325 case CHA:
326 return (stats->Cha);
327 case INT:
328 return (stats->Int);
329 case POW:
330 return (stats->Pow);
331 }
332 return 0;
333} 244}
334 245
335/* 246/*
336 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
337 * 1-30 stat limit. 248 * 1-30 stat limit.
338 */ 249 */
339
340void 250void
341check_stat_bounds (living * stats) 251check_stat_bounds (living *stats)
342{ 252{
343 int i, v;
344
345 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
346 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
347 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
348 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
349 set_attr_value (stats, i, MIN_STAT); 257 }
350} 258}
351 259
352#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
353 261
354/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
355 * make this macro to clean those up. Not usuable outside change_abil 263 * make this macro to clean those up. Not usuable outside change_abil
356 * function since some of the values passed to new_draw_info are hardcoded. 264 * function since some of the values passed to new_draw_info are hardcoded.
357 */ 265 */
358#define DIFF_MSG(flag, msg1, msg2) \ 266#define DIFF_MSG(flag, msg1, msg2) \
359 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 267 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
360 268
361/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 269/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
362 270
363/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
364 * the object. 272 * the object.
365 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
366 * can be applied or not. 274 * can be applied or not.
367 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
368 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
369 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
370 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
371 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
372 * that gives them that ability. 280 * that gives them that ability.
373 */ 281 */
374int 282int
375change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
376{ 284{
377 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
286 int success = 0;
378 char message[MAX_BUF]; 287 char message[MAX_BUF];
379 int potion_max = 0; 288 int potion_max = 0;
380 289
381 /* remember what object was like before it was changed. note that 290 // keep some stats for comparison purposes
382 * refop is a local copy of op only to be used for detecting changes 291 object::flags_t prev_flag = op->flag;
383 * found by fix_player. refop is not a real object 292 MoveType prev_move_type = op->move_type;
384 */ 293 sint16 prev_resist [NROFATTACKS]; // clumsy
385 object_pod refop = *op; 294 assert (sizeof (prev_resist) == sizeof (op->resist));
295 memcpy (prev_resist, op->resist, sizeof (prev_resist));
386 296
387 if (op->type == PLAYER) 297 if (op->type == PLAYER)
388 { 298 {
389 if (tmp->type == POTION) 299 if (tmp->type == POTION)
390 { 300 {
391 potion_max = 1; 301 potion_max = 1;
302
392 for (j = 0; j < NUM_STATS; j++) 303 for (int j = 0; j < NUM_STATS; j++)
393 { 304 {
394 int nstat, ostat; 305 int ostat = op->contr->orig_stats.stat (j);
395 306 int i = tmp->stats.stat (j);
396 ostat = get_attr_value (&(op->contr->orig_stats), j);
397 i = get_attr_value (&(tmp->stats), j);
398 307
399 /* nstat is what the stat will be after use of the potion */ 308 /* nstat is what the stat will be after use of the potion */
400 nstat = flag * i + ostat; 309 int nstat = flag * i + ostat;
401 310
402 /* Do some bounds checking. While I don't think any 311 /* Do some bounds checking. There is the potential for potions
403 * potions do so right now, there is the potential for potions
404 * that adjust that stat by more than one point, so we need 312 * that adjust that stat by more than one point, so we need
405 * to allow for that. 313 * to allow for that.
406 */ 314 */
407 if (nstat < 1 && i * flag < 0) 315 if (nstat < 1 && i * flag < 0)
408 nstat = 1; 316 nstat = 1;
409 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 317 else if (nstat > 20 + op->arch->stats.stat (j))
410 { 318 nstat = 20 + op->arch->stats.stat (j);
411 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j); 319
412 }
413 if (nstat != ostat) 320 if (nstat != ostat)
414 { 321 {
415 set_attr_value (&(op->contr->orig_stats), j, nstat); 322 op->contr->orig_stats.stat (j) = nstat;
416 potion_max = 0; 323 potion_max = 0;
417 } 324 }
418 else if (i) 325 else if (i)
419 { 326 {
420 /* potion is useless - player has already hit the natural maximum */ 327 /* potion is useless - player has already hit the natural maximum */
421 potion_max = 1; 328 potion_max = 1;
422 } 329 }
423 } 330 }
331
424 /* This section of code ups the characters normal stats also. I am not 332 /* This section of code ups the characters normal stats also. I am not
425 * sure if this is strictly necessary, being that fix_player probably 333 * sure if this is strictly necessary, being that fix_player probably
426 * recalculates this anyway. 334 * recalculates this anyway.
427 */ 335 */
428 for (j = 0; j < NUM_STATS; j++) 336 for (int j = 0; j < NUM_STATS; j++)
429 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 337 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
338
430 check_stat_bounds (&(op->stats)); 339 check_stat_bounds (&op->stats);
431 } /* end of potion handling code */ 340 } /* end of potion handling code */
432 } 341 }
433 342
434 /* reset attributes that fix_player doesn't reset since it doesn't search 343 /* reset attributes that update_stats doesn't reset since it doesn't search
435 * everything to set 344 * everything to set
436 */ 345 */
437 if (flag == -1) 346 if (flag == -1)
438 { 347 {
439 op->attacktype &= ~tmp->attacktype; 348 op->attacktype &= ~tmp->attacktype;
440 op->path_attuned &= ~tmp->path_attuned; 349 op->path_attuned &= ~tmp->path_attuned;
441 op->path_repelled &= ~tmp->path_repelled; 350 op->path_repelled &= ~tmp->path_repelled;
442 op->path_denied &= ~tmp->path_denied; 351 op->path_denied &= ~tmp->path_denied;
443 /* Presuming here that creatures only have move_type, 352 /* Presuming here that creatures only have move_type,
444 * and not the other move_ fields. 353 * and not the other move_ fields.
445 */ 354 */
446 op->move_type &= ~tmp->move_type; 355 op->move_type &= ~tmp->move_type;
447 } 356 }
448 357
449 /* call fix_player since op object could have whatever attribute due 358 /* call fix_player since op object could have whatever attribute due
450 * to multiple items. if fix_player always has to be called after 359 * to multiple items. if update_stats always has to be called after
451 * change_ability then might as well call it from here 360 * change_ability then might as well call it from here
452 */ 361 */
453 fix_player (op); 362 op->update_stats ();
454 363
455 /* Fix player won't add the bows ability to the player, so don't 364 /* update_stats won't add the bows ability to the player, so don't
456 * print out message if this is a bow. 365 * print out message if this is a bow.
457 */ 366 */
458 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 367 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
459 { 368 {
460 success = 1; 369 success = 1;
461 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 370 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
462 } 371 }
463 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372
373 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
464 { 374 {
465 success = 1; 375 success = 1;
466 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 376 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
467 } 377 }
468 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378
379 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
469 { 380 {
470 success = 1; 381 success = 1;
471 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 382 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
472 } 383 }
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384
385 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 386 {
475 success = 1; 387 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 388 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 389 }
390
478 /* movement type has changed. We don't care about cases where 391 /* movement type has changed. We don't care about cases where
479 * user has multiple items giving the same type appled like we 392 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 393 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 394 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 395 * from fly high)
483 */ 396 */
484 if (tmp->move_type && op->move_type != refop.move_type) 397 if (tmp->move_type && op->move_type != prev_move_type)
485 { 398 {
486 success = 1; 399 success = 1;
487 400
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 401 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 402 * status doesn't make a difference if you are flying high
490 */ 403 */
491 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 404 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
492 { 405 {
493 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 406 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
494 } 407 }
495 408
496 if (tmp->move_type & MOVE_FLY_HIGH) 409 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 410 {
498 /* double conditional - second case covers if you have move_fly_low - 411 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 412 * in that case, you don't actually land
500 */ 413 */
501 DIFF_MSG (flag, "You soar into the air air!.", 414 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 415 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 416 }
417
504 if (tmp->move_type & MOVE_SWIM) 418 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 419 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 420 }
510 421
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 422 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 423 * originally undead may change their status
513 */ 424 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 425 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 426 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 427 {
517 success = 1; 428 success = 1;
518 if (flag > 0) 429 if (flag > 0)
519 { 430 {
520 op->race = "undead"; 431 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 432 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 433 }
523 else 434 else
524 { 435 {
525 op->race = op->arch->clone.race; 436 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 437 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 438 }
528 } 439 }
529 440
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 441 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 442 {
532 success = 1; 443 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 444 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 445 }
535 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446
447 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
536 { 448 {
537 success = 1; 449 success = 1;
538 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 450 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
539 } 451 }
452
540 /* blinded you can tell if more blinded since blinded player has minimal 453 /* blinded you can tell if more blinded since blinded player has minimal
541 * vision 454 * vision
542 */ 455 */
543 if (QUERY_FLAG (tmp, FLAG_BLIND)) 456 if (tmp->flag [FLAG_BLIND])
544 { 457 {
545 success = 1; 458 success = 1;
546 if (flag > 0) 459 if (flag > 0)
547 { 460 {
548 if (QUERY_FLAG (op, FLAG_WIZ)) 461 if (op->flag [FLAG_WIZ])
549 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 462 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
550 else 463 else
551 { 464 {
552 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 465 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
553 SET_FLAG (op, FLAG_BLIND); 466 SET_FLAG (op, FLAG_BLIND);
555 op->contr->do_los = 1; 468 op->contr->do_los = 1;
556 } 469 }
557 } 470 }
558 else 471 else
559 { 472 {
560 if (QUERY_FLAG (op, FLAG_WIZ)) 473 if (op->flag [FLAG_WIZ])
561 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 474 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
562 else 475 else
563 { 476 {
564 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 477 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
565 CLEAR_FLAG (op, FLAG_BLIND); 478 CLEAR_FLAG (op, FLAG_BLIND);
567 op->contr->do_los = 1; 480 op->contr->do_los = 1;
568 } 481 }
569 } 482 }
570 } 483 }
571 484
572 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 485 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
573 { 486 {
574 success = 1; 487 success = 1;
575 if (op->type == PLAYER) 488 if (op->type == PLAYER)
576 op->contr->do_los = 1; 489 op->contr->do_los = 1;
577 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 490 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
578 } 491 }
579 492
580 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 493 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
581 { 494 {
582 success = 1; 495 success = 1;
583 if (flag > 0) 496 if (flag > 0)
584 { 497 {
585 if (QUERY_FLAG (op, FLAG_WIZ)) 498 if (op->flag [FLAG_WIZ])
586 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 499 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
587 else 500 else
588 { 501 {
589 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 502 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
590 if (op->type == PLAYER) 503 if (op->type == PLAYER)
591 op->contr->do_los = 1; 504 op->contr->do_los = 1;
592 } 505 }
593 } 506 }
594 else 507 else
595 { 508 {
596 if (QUERY_FLAG (op, FLAG_WIZ)) 509 if (op->flag [FLAG_WIZ])
597 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 510 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
598 else 511 else
599 { 512 {
600 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 513 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
601 if (op->type == PLAYER) 514 if (op->type == PLAYER)
634 success = 1; 547 success = 1;
635 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 548 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
636 } 549 }
637 550
638 /* Messages for changed resistance */ 551 /* Messages for changed resistance */
639 for (i = 0; i < NROFATTACKS; i++) 552 for (int i = 0; i < NROFATTACKS; i++)
640 { 553 {
641 if (i == ATNR_PHYSICAL) 554 if (i == ATNR_PHYSICAL)
642 continue; /* Don't display about armour */ 555 continue; /* Don't display about armour */
643 556
644 if (op->resist[i] != refop.resist[i]) 557 if (op->resist [i] != prev_resist [i])
645 { 558 {
646 success = 1; 559 success = 1;
560
647 if (op->resist[i] > refop.resist[i]) 561 if (op->resist [i] > prev_resist [i])
648 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 562 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
649 else 563 else
650 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
651 565
652 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 566 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
653 } 567 }
654 } 568 }
655 569
656 if (tmp->type != EXPERIENCE && !potion_max) 570 if (!potion_max)
657 {
658 for (j = 0; j < NUM_STATS; j++) 571 for (int j = 0; j < NUM_STATS; j++)
659 { 572 if (int i = tmp->stats.stat (j))
660 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
661 { 573 {
662 success = 1; 574 success = 1;
663 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 575 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
664 } 576 }
665 } 577
666 }
667 return success; 578 return success;
668} 579}
669 580
670/* 581/*
671 * Stat draining by Vick 930307 582 * Stat draining by Vick 930307
672 * (Feeling evil, I made it work as well now. -Frank 8) 583 * (Feeling evil, I made it work as well now. -Frank 8)
673 */ 584 */
674
675void 585void
676drain_stat (object *op) 586object::drain_stat ()
677{ 587{
678 drain_specific_stat (op, RANDOM () % NUM_STATS); 588 drain_specific_stat (rndm (NUM_STATS));
679} 589}
680 590
681void 591void
682drain_specific_stat (object *op, int deplete_stats) 592object::drain_specific_stat (int deplete_stats)
683{ 593{
684 object *tmp; 594 object *tmp;
685 archetype *at; 595 archetype *at;
686 596
687 at = archetype::find (ARCH_DEPLETION); 597 at = archetype::find (shstr_depletion);
688 if (!at) 598 if (!at)
689 { 599 {
690 LOG (llevError, "Couldn't find archetype depletion.\n"); 600 LOG (llevError, "Couldn't find archetype depletion.\n");
691 return; 601 return;
692 } 602 }
693 else 603 else
694 { 604 {
695 tmp = present_arch_in_ob (at, op); 605 tmp = present_arch_in_ob (at, this);
606
696 if (!tmp) 607 if (!tmp)
697 { 608 {
698 tmp = arch_to_object (at); 609 tmp = at->instance ();
699 tmp = insert_ob_in_ob (tmp, op); 610 tmp = insert_ob_in_ob (tmp, this);
700 SET_FLAG (tmp, FLAG_APPLIED); 611 SET_FLAG (tmp, FLAG_APPLIED);
701 } 612 }
702 } 613 }
703 614
704 new_draw_info (NDI_UNIQUE, 0, op, drain_msg[deplete_stats]); 615 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
705 change_attr_value (&tmp->stats, deplete_stats, -1); 616 change_attr_value (&tmp->stats, deplete_stats, -1);
706 fix_player (op); 617 update_stats ();
707} 618}
708 619
709/* 620/*
710 * A value of 0 indicates timeout, otherwise change the luck of the object. 621 * A value of 0 indicates timeout, otherwise change the luck of the object.
711 * via an applied bad_luck object. 622 * via an applied bad_luck object.
712 */ 623 */
713
714void 624void
715change_luck (object *op, int value) 625object::change_luck (int value)
716{ 626{
717 object *tmp;
718 archetype *at;
719 int new_luck;
720
721 at = archetype::find ("luck"); 627 archetype *at = archetype::find (shstr_luck);
722 if (!at) 628 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 629 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 630 else
725 { 631 {
726 tmp = present_arch_in_ob (at, op); 632 object *tmp = present_arch_in_ob (at, this);
633
727 if (!tmp) 634 if (!tmp)
728 { 635 {
729 if (!value) 636 if (!value)
730 return; 637 return;
731 tmp = arch_to_object (at); 638
639 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, op); 640 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 641 SET_FLAG (tmp, FLAG_APPLIED);
734 } 642 }
643
735 if (value) 644 if (value)
736 { 645 {
737 /* Limit the luck value of the bad luck object to +/-100. This 646 /* Limit the luck value of the bad luck object to +/-100. This
738 * (arbitrary) value prevents overflows (both in the bad luck object and 647 * (arbitrary) value prevents overflows (both in the bad luck object and
739 * in op itself). 648 * in op itself).
740 */ 649 */
741 new_luck = tmp->stats.luck + value; 650 int new_luck = tmp->stats.luck + value;
651
742 if (new_luck >= -100 && new_luck <= 100) 652 if (new_luck >= -100 && new_luck <= 100)
743 { 653 {
744 op->stats.luck += value; 654 stats.luck += value;
745 tmp->stats.luck = new_luck; 655 tmp->stats.luck = new_luck;
746 } 656 }
747 } 657 }
748 else 658 else
749 { 659 {
750 if (!tmp->stats.luck) 660 if (!tmp->stats.luck)
751 {
752 return; 661 return;
753 } 662
754 /* Randomly change the players luck. Basically, we move it 663 /* Randomly change the players luck. Basically, we move it
755 * back neutral (if greater>0, subtract, otherwise add) 664 * back neutral (if greater>0, subtract, otherwise add)
756 */ 665 */
757 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 666 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
758 { 667 {
759 int diff = tmp->stats.luck > 0 ? -1 : 1; 668 int diff = tmp->stats.luck > 0 ? -1 : 1;
760 669
761 op->stats.luck += diff; 670 stats.luck += diff;
762 tmp->stats.luck += diff; 671 tmp->stats.luck += diff;
763 } 672 }
764 } 673 }
765 } 674 }
766} 675}
767 676
768/* 677/*
769 * Subtracts stat-bonuses given by the class which the player has chosen. 678 * Subtracts stat-bonuses given by the class which the player has chosen.
770 */ 679 */
771
772void 680void
773remove_statbonus (object *op) 681object::remove_statbonus ()
774{ 682{
775 op->stats.Str -= op->arch->clone.stats.Str; 683 for (int i = 0; i < NUM_STATS; ++i)
776 op->stats.Dex -= op->arch->clone.stats.Dex; 684 {
777 op->stats.Con -= op->arch->clone.stats.Con; 685 sint8 v = arch->stats.stat (i);
778 op->stats.Wis -= op->arch->clone.stats.Wis; 686 stats.stat (i) -= v;
779 op->stats.Pow -= op->arch->clone.stats.Pow; 687 contr->orig_stats.stat (i) -= v;
780 op->stats.Cha -= op->arch->clone.stats.Cha; 688 }
781 op->stats.Int -= op->arch->clone.stats.Int;
782 op->contr->orig_stats.Str -= op->arch->clone.stats.Str;
783 op->contr->orig_stats.Dex -= op->arch->clone.stats.Dex;
784 op->contr->orig_stats.Con -= op->arch->clone.stats.Con;
785 op->contr->orig_stats.Wis -= op->arch->clone.stats.Wis;
786 op->contr->orig_stats.Pow -= op->arch->clone.stats.Pow;
787 op->contr->orig_stats.Cha -= op->arch->clone.stats.Cha;
788 op->contr->orig_stats.Int -= op->arch->clone.stats.Int;
789} 689}
790 690
791/* 691/*
792 * Adds stat-bonuses given by the class which the player has chosen. 692 * Adds stat-bonuses given by the class which the player has chosen.
793 */ 693 */
794
795void 694void
796add_statbonus (object *op) 695object::add_statbonus ()
797{ 696{
798 op->stats.Str += op->arch->clone.stats.Str; 697 for (int i = 0; i < NUM_STATS; ++i)
799 op->stats.Dex += op->arch->clone.stats.Dex; 698 {
800 op->stats.Con += op->arch->clone.stats.Con; 699 sint8 v = arch->stats.stat (i);
801 op->stats.Wis += op->arch->clone.stats.Wis; 700 stats.stat (i) += v;
802 op->stats.Pow += op->arch->clone.stats.Pow; 701 contr->orig_stats.stat (i) += v;
803 op->stats.Cha += op->arch->clone.stats.Cha; 702 }
804 op->stats.Int += op->arch->clone.stats.Int;
805 op->contr->orig_stats.Str += op->arch->clone.stats.Str;
806 op->contr->orig_stats.Dex += op->arch->clone.stats.Dex;
807 op->contr->orig_stats.Con += op->arch->clone.stats.Con;
808 op->contr->orig_stats.Wis += op->arch->clone.stats.Wis;
809 op->contr->orig_stats.Pow += op->arch->clone.stats.Pow;
810 op->contr->orig_stats.Cha += op->arch->clone.stats.Cha;
811 op->contr->orig_stats.Int += op->arch->clone.stats.Int;
812} 703}
704
705/* These are the items that currently can change digestion, regeneration,
706 * spell point recovery and mana point recovery. Seems sort of an arbitary
707 * list, but other items store other info into stats array.
708 */
709static struct digest_types : std::bitset<NUM_TYPES>
710{
711 digest_types ()
712 {
713 set (WEAPON);
714 set (BOW);
715 set (ARMOUR);
716 set (HELMET);
717 set (SHIELD);
718 set (RING);
719 set (BOOTS);
720 set (GLOVES);
721 set (AMULET);
722 set (GIRDLE);
723 set (BRACERS);
724 set (CLOAK);
725 set (DISEASE);
726 set (FORCE);
727 set (SKILL);
728 }
729} digest_types;
730
731static struct copy_flags : object::flags_t
732{
733 copy_flags ()
734 {
735 set (FLAG_LIFESAVE);
736 set (FLAG_REFL_SPELL);
737 set (FLAG_REFL_MISSILE);
738 set (FLAG_STEALTH);
739 set (FLAG_XRAYS);
740 set (FLAG_BLIND);
741 set (FLAG_SEE_IN_DARK);
742 }
743} copy_flags;
813 744
814/* 745/*
815 * Updates all abilities given by applied objects in the inventory 746 * Updates all abilities given by applied objects in the inventory
816 * of the given object. Note: This function works for both monsters 747 * of the given object. Note: This function works for both monsters
817 * and players; the "player" in the name is purely an archaic inheritance. 748 * and players; the "player" in the name is purely an archaic inheritance.
818 * This functions starts from base values (archetype or player object) 749 * This functions starts from base values (archetype or player object)
819 * and then adjusts them according to what the player has equipped. 750 * and then adjusts them according to what the player has equipped.
820 */ 751 *
821
822/* July 95 - inserted stuff to handle new skills/exp system - b.t. 752 * July 95 - inserted stuff to handle new skills/exp system - b.t.
823 spell system split, grace points now added to system --peterm 753 * spell system split, grace points now added to system --peterm
824 */ 754 */
825
826void 755void
827fix_player (object *op) 756object::update_stats ()
828{ 757{
829 int i, j;
830 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 758 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
831 int weapon_weight = 0, weapon_speed = 0; 759 int weapon_weight = 0, weapon_speed = 0;
832 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 760 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
833 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 761 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
834 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 762 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
763 float old_speed = speed;
764 int stat_sum [NUM_STATS];
765
766 MoveType move_type; // we use change_move_type to change it, so use a local copy
835 767
836 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
837 if (op->type == PLAYER) 769 if (type == PLAYER)
838 { 770 {
771 contr->delayed_update = false;
772
839 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
840 { 774 stat_sum [i] = contr->orig_stats.stat (i);
841 set_attr_value (&(op->stats), i, get_attr_value (&(op->contr->orig_stats), i)); 775
842 }
843 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
844 op->contr->encumbrance = 0; 777 contr->encumbrance = 0;
845 778
846 op->attacktype = 0; 779 attacktype = 0;
780
847 op->contr->digestion = 0; 781 contr->digestion = 0;
848 op->contr->gen_hp = 0; 782 contr->gen_hp = 0;
849 op->contr->gen_sp = 0; 783 contr->gen_sp = 0;
850 op->contr->gen_grace = 0; 784 contr->gen_grace = 0;
851 op->contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
852 op->contr->item_power = 0; 786 contr->item_power = 0;
853
854 /* Don't clobber all the range_ values. range_golem otherwise
855 * gets reset for no good reason, and we don't want to reset
856 * range_magic (what spell is readied). These three below
857 * well get filled in based on what the player has equipped.
858 */
859 op->contr->ranges[range_bow] = NULL;
860 op->contr->ranges[range_misc] = NULL;
861 op->contr->ranges[range_skill] = NULL;
862 } 787 }
863 memcpy (op->body_used, op->body_info, sizeof (op->body_info));
864 788
789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
791
865 op->slaying = 0; 792 slaying = 0;
866 793
867 if (!QUERY_FLAG (op, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
868 { 795 {
869 CLEAR_FLAG (op, FLAG_XRAYS); 796 CLEAR_FLAG (this, FLAG_XRAYS);
870 CLEAR_FLAG (op, FLAG_MAKE_INVIS); 797 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
871 } 798 }
872 799
873 CLEAR_FLAG (op, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
874 CLEAR_FLAG (op, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
875 CLEAR_FLAG (op, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
876 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_SPELL))
877 CLEAR_FLAG (op, FLAG_REFL_SPELL);
878 if (!QUERY_FLAG (&op->arch->clone, FLAG_REFL_MISSILE))
879 CLEAR_FLAG (op, FLAG_REFL_MISSILE);
880 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
881 CLEAR_FLAG (op, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&op->arch->clone, FLAG_SEE_IN_DARK))
883 CLEAR_FLAG (op, FLAG_SEE_IN_DARK);
884 803
885 op->path_attuned = op->arch->clone.path_attuned; 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
886 op->path_repelled = op->arch->clone.path_repelled; 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
887 op->path_denied = op->arch->clone.path_denied; 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
888 op->glow_radius = op->arch->clone.glow_radius; 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
889 op->move_type = op->arch->clone.move_type; 808
890 op->chosen_skill = NULL; 809 path_attuned = arch->path_attuned;
810 path_repelled = arch->path_repelled;
811 path_denied = arch->path_denied;
812 glow_radius = arch->glow_radius;
813 move_type = arch->move_type;
814
815 object *chosen_skill = 0;
891 816
892 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
893 * archetype clone 818 * archetype clone
894 */ 819 */
895 memcpy (&op->resist, &op->arch->clone.resist, sizeof (op->resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
896 821
897 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
898 { 823 {
899 if (op->resist[i] > 0) 824 if (resist[i] > 0)
900 prot[i] = op->resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
901 else 826 else
902 vuln[i] = -(op->resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
903 potion_resist[i] = 0; 829 potion_resist[i] = 0;
904 } 830 }
905 831
906 wc = op->arch->clone.stats.wc; 832 wc = arch->stats.wc;
907 op->stats.dam = op->arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
908 834
909 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
910 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
911 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
912 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
913 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
914 * that their protection from physical goes down 840 * that their protection from physical goes down
915 */ 841 */
916 if (!QUERY_FLAG (op, FLAG_USE_ARMOUR) && op->type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
917 { 843 {
918 ac = MAX (-10, op->arch->clone.stats.ac - op->level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
919 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * op->level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
920 } 846 }
921 else 847 else
922 ac = op->arch->clone.stats.ac; 848 ac = arch->stats.ac;
923 849
924 op->stats.luck = op->arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
925 op->speed = op->arch->clone.speed; 851 speed = arch->speed;
926 852
927 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
928 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
929 */ 855 */
930
931 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
933 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here.
935 */
936 if (tmp->glow_radius > op->glow_radius)
937 op->glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 858 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 859 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 860 * then calls this function.
942 */ 861 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 {
945 continue; 863 continue;
946 } 864
865 glow_radius += tmp->glow_radius;
947 866
948 /* For some things, we don't care what is equipped */ 867 /* For some things, we don't care what is equipped */
949 if (tmp->type == SKILL) 868 if (tmp->type == SKILL)
950 { 869 {
951 /* Want to take the highest skill here. */ 870 /* Want to take the highest skill here. */
954 if (!mana_obj) 873 if (!mana_obj)
955 mana_obj = tmp; 874 mana_obj = tmp;
956 else if (tmp->level > mana_obj->level) 875 else if (tmp->level > mana_obj->level)
957 mana_obj = tmp; 876 mana_obj = tmp;
958 } 877 }
878
959 if (IS_GRACE_SKILL (tmp->subtype)) 879 if (IS_GRACE_SKILL (tmp->subtype))
960 { 880 {
961 if (!grace_obj) 881 if (!grace_obj)
962 grace_obj = tmp; 882 grace_obj = tmp;
963 else if (tmp->level > grace_obj->level) 883 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 884 grace_obj = tmp;
965 } 885 }
966 } 886 }
967 887
968 /* Container objects are not meant to adjust a players, but other applied 888 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 889 * objects need to make adjustments.
970 * This block should handle all player specific changes 890 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 891 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 892 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 893 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 894 * because the skill shouldn't count against body positions being used
975 * up, etc. 895 * up, etc.
976 */ 896 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 897 if ((tmp->flag [FLAG_APPLIED]
898 && tmp->type != CONTAINER
899 && tmp->type != CLOSE_CON)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 900 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 901 {
980 if (op->type == PLAYER) 902 if (type == PLAYER)
981 { 903 {
982 if (tmp->type == BOW) 904 contr->item_power += tmp->item_power;
983 op->contr->ranges[range_bow] = tmp;
984 905
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 906 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 op->contr->ranges[range_misc] = tmp; 907 if (tmp != current_weapon
908 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
909 && !tmp->flag [FLAG_CURSED]
910 && !tmp->flag [FLAG_DAMNED])
911 continue;
987 912
988 for (i = 0; i < NUM_STATS; i++) 913 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(op->stats), i, get_attr_value (&(tmp->stats), i)); 914 stat_sum [i] += tmp->stats.stat (i);
990 915
991 /* these are the items that currently can change digestion, regeneration, 916 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == EXPERIENCE) || (tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) || (tmp->type == DISEASE) || (tmp->type == FORCE) || (tmp->type == SKILL))
1001 { 917 {
1002 op->contr->digestion += tmp->stats.food; 918 contr->digestion += tmp->stats.food;
1003 op->contr->gen_hp += tmp->stats.hp; 919 contr->gen_hp += tmp->stats.hp;
920 if (tmp->type != BOW) // ugly exception for bows
1004 op->contr->gen_sp += tmp->stats.sp; 921 contr->gen_sp += tmp->stats.sp;
1005 op->contr->gen_grace += tmp->stats.grace; 922 contr->gen_grace += tmp->stats.grace;
1006 op->contr->gen_sp_armour += tmp->gen_sp_armour; 923 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 op->contr->item_power += tmp->item_power;
1008 } 924 }
1009 } /* if this is a player */ 925 } /* if this is a player */
926 else
927 {
928 if (tmp->type == WEAPON)
929 current_weapon = tmp;
930 }
1010 931
1011 /* Update slots used for items */ 932 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 933 if (tmp->flag [FLAG_APPLIED])
1013 {
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 934 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 op->body_used[i] += tmp->body_info[i]; 935 slot[i].used += tmp->slot[i].info;
1016 }
1017 936
1018 if (tmp->type == SYMPTOM) 937 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 938 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1;
1023 }
1024 939
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 944 */
945 if (tmp->type == POTION_EFFECT)
946 for (int i = 0; i < NROFATTACKS; i++)
947 {
948 /* Potential for cursed potions, in which case we just can use
949 * a straight MAX, as potion_resist is initialised to zero.
950 // TODO: this is askign for a magic marker optimisation
951 */
952 if (potion_resist[i])
953 max_it (potion_resist[i], tmp->resist[i]);
954 else
955 potion_resist[i] = tmp->resist[i];
956 }
1030 if (tmp->type != POTION) 957 else if (tmp->type != POTION)
958 for (int i = 0; i < NROFATTACKS; i++)
959 if (tmp->resist[i] > 0)
960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
961 else if (tmp->resist[i] < 0)
962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
963
964 /* There may be other things that should not adjust the attacktype */
965 if (tmp->type != SYMPTOM)
1031 { 966 {
1032 for (i = 0; i < NROFATTACKS; i++) 967 attacktype |= tmp->attacktype;
1033 { 968 path_attuned |= tmp->path_attuned;
1034 /* Potential for cursed potions, in which case we just can use 969 path_repelled |= tmp->path_repelled;
1035 * a straight MAX, as potion_resist is initialized to zero. 970 path_denied |= tmp->path_denied;
1036 */ 971 move_type |= tmp->move_type;
1037 if (tmp->type == POTION_EFFECT) 972 stats.luck += tmp->stats.luck;
1038 {
1039 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else
1042 potion_resist[i] = tmp->resist[i];
1043 }
1044 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048 }
1049 } 973 }
1050 974
1051 /* There may be other things that should not adjust the attacktype */ 975 flag |= tmp->flag & copy_flags;
1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 op->attacktype |= tmp->attacktype;
1054 976
1055 op->path_attuned |= tmp->path_attuned;
1056 op->path_repelled |= tmp->path_repelled;
1057 op->path_denied |= tmp->path_denied;
1058 op->stats.luck += tmp->stats.luck;
1059 op->move_type |= tmp->move_type;
1060
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE))
1062 SET_FLAG (op, FLAG_LIFESAVE);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL))
1064 SET_FLAG (op, FLAG_REFL_SPELL);
1065 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE))
1066 SET_FLAG (op, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH))
1068 SET_FLAG (op, FLAG_STEALTH);
1069 if (QUERY_FLAG (tmp, FLAG_XRAYS))
1070 SET_FLAG (op, FLAG_XRAYS);
1071 if (QUERY_FLAG (tmp, FLAG_BLIND))
1072 SET_FLAG (op, FLAG_BLIND);
1073 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK))
1074 SET_FLAG (op, FLAG_SEE_IN_DARK);
1075
1076 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 977 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1077 SET_FLAG (op, FLAG_UNDEAD); 978 SET_FLAG (this, FLAG_UNDEAD);
1078 979
1079 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 980 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1080 { 981 {
1081 SET_FLAG (op, FLAG_MAKE_INVIS); 982 SET_FLAG (this, FLAG_MAKE_INVIS);
1082 op->invisible = 1; 983 invisible = 1;
1083 } 984 }
1084 985
1085 if (tmp->stats.exp && tmp->type != SKILL) 986 if (tmp->stats.exp && tmp->type != SKILL)
1086 { 987 {
1087 if (tmp->stats.exp > 0) 988 if (tmp->stats.exp > 0)
1088 { 989 {
1089 added_speed += (float) tmp->stats.exp / 3.0; 990 added_speed += tmp->stats.exp / 3.f;
1090 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 991 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1091 } 992 }
1092 else 993 else
1093 added_speed += (float) tmp->stats.exp; 994 added_speed += tmp->stats.exp;
1094 } 995 }
1095 996
1096 switch (tmp->type) 997 switch (tmp->type)
1097 { 998 {
1098 /* skills modifying the character -b.t. */ 999 /* skills modifying the character -b.t. */
1099 /* for all skills and skill granting objects */ 1000 /* for all skills and skill granting objects */
1100 case SKILL: 1001 case SKILL:
1101 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1002 {
1003 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1102 break; 1004 break;
1103 1005
1104 if (IS_COMBAT_SKILL (tmp->subtype))
1105 wc_obj = tmp;
1106
1107 if (op->chosen_skill) 1006 if (chosen_skill)
1007 {
1108 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name); 1008 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1009 &name, &chosen_skill->name, &tmp->name);
1109 1010
1011 tmp->flag [FLAG_APPLIED] = false;
1012 update_stats ();
1013 return;
1014 }
1015 else
1110 op->chosen_skill = tmp; 1016 chosen_skill = tmp;
1111 1017
1112 if (tmp->stats.dam > 0) 1018 if (tmp->stats.dam > 0)
1113 { /* skill is a 'weapon' */ 1019 { /* skill is a 'weapon' */
1114 if (!QUERY_FLAG (op, FLAG_READY_WEAPON)) 1020 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1115 weapon_speed = (int) WEAPON_SPEED (tmp); 1021 weapon_speed = WEAPON_SPEED (tmp);
1022
1116 if (weapon_speed < 0) 1023 if (weapon_speed < 0)
1117 weapon_speed = 0; 1024 weapon_speed = 0;
1025
1118 weapon_weight = tmp->weight; 1026 weapon_weight = tmp->weight;
1119 op->stats.dam += tmp->stats.dam * (1 + (op->chosen_skill->level / 9)); 1027 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1028
1120 if (tmp->magic) 1029 if (tmp->magic)
1121 op->stats.dam += tmp->magic; 1030 stats.dam += tmp->magic;
1122 } 1031 }
1123 1032
1124 if (tmp->stats.wc) 1033 if (tmp->stats.wc)
1125 wc -= (tmp->stats.wc + tmp->magic); 1034 wc -= tmp->stats.wc + tmp->magic;
1126 1035
1127 if (tmp->slaying != NULL) 1036 if (tmp->slaying)
1128 op->slaying = tmp->slaying; 1037 slaying = tmp->slaying;
1129 1038
1130 if (tmp->stats.ac) 1039 if (tmp->stats.ac)
1131 ac -= (tmp->stats.ac + tmp->magic); 1040 ac -= tmp->stats.ac + tmp->magic;
1041
1132 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1042 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1043 contr->encumbrance += 3 * tmp->weight / 1000;
1044 }
1134 1045
1135 if (op->type == PLAYER)
1136 op->contr->ranges[range_skill] = op;
1137 break; 1046 break;
1138 1047
1139 case SKILL_TOOL:
1140 if (op->chosen_skill)
1141 {
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &op->name);
1143 }
1144 op->chosen_skill = tmp;
1145 if (op->type == PLAYER)
1146 op->contr->ranges[range_skill] = op;
1147 break;
1148
1149 case SHIELD: 1048 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1049 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 op->contr->encumbrance += (int) tmp->weight / 2000; 1050 contr->encumbrance += tmp->weight / 2000;
1051 //FALLTHROUGH
1152 case RING: 1052 case RING:
1153 case AMULET: 1053 case AMULET:
1154 case GIRDLE: 1054 case GIRDLE:
1155 case HELMET: 1055 case HELMET:
1156 case BOOTS: 1056 case BOOTS:
1157 case GLOVES: 1057 case GLOVES:
1158 case CLOAK: 1058 case CLOAK:
1159 if (tmp->stats.wc) 1059 if (tmp->stats.wc)
1160 wc -= (tmp->stats.wc + tmp->magic); 1060 wc -= tmp->stats.wc + tmp->magic;
1061
1161 if (tmp->stats.dam) 1062 if (tmp->stats.dam)
1162 op->stats.dam += (tmp->stats.dam + tmp->magic); 1063 stats.dam += tmp->stats.dam + tmp->magic;
1064
1163 if (tmp->stats.ac) 1065 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1066 ac -= tmp->stats.ac + tmp->magic;
1067
1165 break; 1068 break;
1166 1069
1070 case WAND:
1071 case ROD:
1072 case HORN:
1073 case SKILL_TOOL:
1074 if (type != PLAYER)
1075 chosen_skill = find_skill_by_name (this, tmp->skill);
1076 break;
1077
1078 case BOW:
1167 case WEAPON: 1079 case WEAPON:
1080 if (type != PLAYER || current_weapon == tmp)
1081 {
1082 chosen_skill = find_skill_by_name (this, tmp->skill);
1083
1168 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1085
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1088
1171 op->stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1172 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1173 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1092
1174 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1175 weapon_speed = 0; 1094 weapon_speed = 0;
1095
1176 op->slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1177 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1178 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1179 * go. 1100 * go.
1180 */ 1101 */
1181 op->current_weapon = tmp; 1102
1182 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1183 op->contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1184 1107
1185 break; 1108 break;
1186 1109
1187 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1188 if (settings.spell_encumbrance == TRUE && op->type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1189 op->contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1190 1113
1191 case BRACERS: 1114 case BRACERS:
1192 case FORCE: 1115 case FORCE:
1193 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1194 { 1117 {
1198 best_wc = tmp->stats.wc + tmp->magic; 1121 best_wc = tmp->stats.wc + tmp->magic;
1199 } 1122 }
1200 else 1123 else
1201 wc += tmp->stats.wc + tmp->magic; 1124 wc += tmp->stats.wc + tmp->magic;
1202 } 1125 }
1126
1203 if (tmp->stats.ac) 1127 if (tmp->stats.ac)
1204 { 1128 {
1205 if (best_ac < tmp->stats.ac + tmp->magic) 1129 if (best_ac < tmp->stats.ac + tmp->magic)
1206 { 1130 {
1207 ac += best_ac; /* Remove last bonus */ 1131 ac += best_ac; /* Remove last bonus */
1208 best_ac = tmp->stats.ac + tmp->magic; 1132 best_ac = tmp->stats.ac + tmp->magic;
1209 } 1133 }
1210 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1211 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1212 } 1136 }
1137
1213 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1214 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1140
1215 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1216 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1217 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1143
1144 if (ARMOUR_SPEED (tmp))
1218 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1146
1219 break; 1147 break;
1220 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1221 } /* item is equipped */ 1149 } /* item is equipped */
1222 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 if (type != PLAYER)
1153 this->chosen_skill = chosen_skill;
1154
1155 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1223 1156
1224 /* We've gone through all the objects the player has equipped. For many things, we 1157 /* We've gone through all the objects the player has equipped. For many things, we
1225 * have generated intermediate values which we now need to assign. 1158 * have generated intermediate values which we now need to assign.
1226 */ 1159 */
1227 1160
1229 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1230 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1231 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1232 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1233 */ 1166 */
1234 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1235 { 1168 {
1236 op->resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1170
1237 if (potion_resist[i] && ((potion_resist[i] > op->resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1238 op->resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1173 }
1174
1175 if (type == PLAYER)
1239 } 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = stat_sum [i];
1240 1180
1181 check_stat_bounds (&stats);
1182
1183 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1184
1241 /* Figure out the players sp/mana/hp totals. */ 1185 /* Figure out the players sp/mana/hp totals. */
1242 if (op->type == PLAYER)
1243 {
1244 int pl_level; 1186 int pl_level;
1245 1187
1246 check_stat_bounds (&(op->stats));
1247 pl_level = op->level;
1248
1249 if (pl_level < 1)
1250 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1251 1189
1252 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1253 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1254 */ 1192 */
1255 for (i = 1, op->stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1256 { 1195 {
1257 j = op->contr->levhp[i] + con_bonus[op->stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1197
1258 if (i % 2 && con_bonus[op->stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1259 {
1260 if (con_bonus[op->stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1261 j++; 1200 j++;
1262 else 1201 else
1263 j--; 1202 j--;
1264 } 1203
1265 op->stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1266 } 1205 }
1267 1206
1268 for (i = 11; i <= op->level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1269 op->stats.maxhp += 2;
1270 1208
1271 if (op->stats.hp > op->stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1272 op->stats.hp = op->stats.maxhp; 1210 stats.hp = stats.maxhp;
1273 1211
1274 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1275 * relevant experience object (mana_obj, see above) 1213 * relevant experience object (mana_obj, see above)
1276 */ 1214 */
1277 /* following happen when skills system is not used */ 1215 /* following happen when skills system is not used */
1278 if (!mana_obj) 1216 if (!mana_obj)
1279 mana_obj = op; 1217 mana_obj = this;
1218
1280 if (!grace_obj) 1219 if (!grace_obj)
1281 grace_obj = op; 1220 grace_obj = this;
1221
1282 /* set maxsp */ 1222 /* set maxsp */
1283 if (!mana_obj || !mana_obj->level || op->type != PLAYER) 1223 if (!mana_obj || !mana_obj->level || type != PLAYER)
1284 mana_obj = op; 1224 mana_obj = this;
1285 1225
1286 if (mana_obj == op && op->type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1287 {
1288 op->stats.maxsp = 1; 1227 stats.maxsp = 1;
1289 }
1290 else 1228 else
1291 { 1229 {
1292 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1231
1293 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1294 { 1233 {
1295 float stmp; 1234 float stmp;
1296 1235
1297 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1298 if (i < 2) 1237 if (i < 2)
1299 {
1300 stmp = op->contr->levsp[i] + ((2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1301 }
1302 else 1239 else
1303 {
1304 stmp = (float) op->contr->levsp[i] + (2.0 * (float) sp_bonus[op->stats.Pow] + (float) sp_bonus[op->stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1305 } 1241
1306 if (stmp < 1.0)
1307 stmp = 1.0;
1308 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1309 } 1243 }
1310 op->stats.maxsp = (int) sp_tmp;
1311 1244
1312 for (i = 11; i <= mana_obj->level; i++) 1245 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1313 op->stats.maxsp += 2;
1314 } 1246 }
1247
1315 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1316 if (op->stats.sp > op->stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1317 op->stats.sp = op->stats.maxsp * 2;
1318 1250
1319 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1320 if (!grace_obj || !grace_obj->level || op->type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1321 grace_obj = op; 1253 grace_obj = this;
1322 1254
1323 if (grace_obj == op && op->type == PLAYER) 1255 if (grace_obj == this && type == PLAYER)
1324 {
1325 op->stats.maxgrace = 1; 1256 stats.maxgrace = 1;
1326 }
1327 else 1257 else
1328 { 1258 {
1329 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1330 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1331 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1332 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1333 */ 1263 */
1334 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1335 for (i = 1, op->stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1336 { 1267 {
1337 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1338 1269
1339 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1340 if (i < 2) 1271 if (i < 2)
1341 { 1272 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1342 grace_tmp = op->contr->levgrace[i] + (((float) grace_bonus[op->stats.Pow] +
1343 2.0 * (float) grace_bonus[op->stats.Wis]) / 6.0);
1344 }
1345 else 1273 else
1346 { 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1347 grace_tmp = (float) op->contr->levgrace[i] 1275
1348 + ((float) grace_bonus[op->stats.Pow] + 2.0 * (float) grace_bonus[op->stats.Wis]) / 12.0;
1349 }
1350 if (grace_tmp < 1.0)
1351 grace_tmp = 1.0;
1352 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1353 } 1277 }
1354 op->stats.maxgrace = (int) sp_tmp;
1355 1278
1356 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1357 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1358 op->stats.maxgrace += 2;
1359 } 1281 }
1282
1360 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1361 1284
1362 if (op->contr->braced) 1285 if (contr->braced)
1363 { 1286 {
1364 ac += 2; 1287 ac += 2;
1365 wc += 4; 1288 wc += 4;
1366 } 1289 }
1367 else 1290 else
1368 ac -= dex_bonus[op->stats.Dex]; 1291 ac -= dex_bonus[stats.Dex];
1369 1292
1370 /* In new exp/skills system, wc bonuses are related to 1293 /* In new exp/skills system, wc bonuses are related to
1371 * the players level in a relevant exp object (wc_obj) 1294 * the players level in a relevant exp object (wc_obj)
1372 * not the general player level -b.t. 1295 * not the general player level -b.t.
1373 * I changed this slightly so that wc bonuses are better 1296 * I changed this slightly so that wc bonuses are better
1376 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1377 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1378 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1379 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1380 */ 1303 */
1304 object *wc_obj = chosen_skill;
1381 1305
1382 if (op->type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1383 { 1307 {
1384 wc -= (wc_obj->level + thaco_bonus[op->stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1385 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1386 { 1311 {
1387 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1388 if (!(i % 6)) 1313 if (!(i % 6))
1389 wc--; 1314 wc--;
1315
1390 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1391 if (!(i % 4) && (dam_bonus[op->stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1392 op->stats.dam += (1 + (dam_bonus[op->stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1393 } 1319 }
1394 } 1320 }
1395 else 1321 else
1396 wc -= (op->level + thaco_bonus[op->stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1397 1323
1398 op->stats.dam += dam_bonus[op->stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1399 1325
1400 if (op->stats.dam < 1) 1326 if (stats.dam < 1)
1401 op->stats.dam = 1; 1327 stats.dam = 1;
1402 1328
1403 op->speed = 1.0 + speed_bonus[op->stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1330
1404 if (settings.search_items && op->contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1405 op->speed -= 1; 1332 speed -= 1;
1406 if (op->attacktype == 0)
1407 op->attacktype = op->arch->clone.attacktype;
1408
1409 } /* End if player */ 1333 } /* End if player */
1410 1334
1411 if (added_speed >= 0) 1335 if (added_speed >= 0)
1412 op->speed += added_speed / 10.0; 1336 speed += added_speed / 10.f;
1413 else /* Something wrong here...: */ 1337 else /* Something wrong here...: */
1414 op->speed /= (float) (1.0 - added_speed); 1338 speed /= 1.f - added_speed;
1415 1339
1416 /* Max is determined by armour */ 1340 /* Max is determined by armour */
1417 if (op->speed > max) 1341 speed = min (speed, max_speed);
1418 op->speed = max;
1419 1342
1420 if (op->type == PLAYER) 1343 if (type == PLAYER)
1421 { 1344 {
1422 /* f is a number the represents the number of kg above (positive num) 1345 /* f is a number the represents the number of kg above (positive num)
1423 * or below (negative number) that the player is carrying. If above 1346 * or below (negative number) that the player is carrying. If above
1424 * weight limit, then player suffers a speed reduction based on how 1347 * weight limit, then player suffers a speed reduction based on how
1425 * much above he is, and what is max carry is 1348 * much above he is, and what is max carry is
1426 */ 1349 */
1427 f = (op->carrying / 1000) - max_carry[op->stats.Str]; 1350 float f = (carrying / 1000) - max_carry[stats.Str];
1428 if (f > 0) 1351 if (f > 0.f)
1429 op->speed = op->speed / (1.0 + f / max_carry[op->stats.Str]); 1352 speed = speed / (1.f + f / max_carry[stats.Str]);
1430 } 1353 }
1431 1354
1432 op->speed += bonus_speed / 10.0; /* Not affected by limits */ 1355 speed += bonus_speed / 10.f; /* Not affected by limits */
1356 speed *= speed_reduce_from_disease;
1433 1357
1434 /* Put a lower limit on speed. Note with this speed, you move once every 1358 /* Put a lower limit on speed. Note with this speed, you move once every
1435 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1359 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1436 */ 1360 */
1437 op->speed = op->speed * speed_reduce_from_disease; 1361 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1438 1362
1439 if (op->speed < 0.01 && op->type == PLAYER) 1363 if (speed != old_speed)
1440 op->speed = 0.01; 1364 set_speed (speed);
1441 1365
1442 if (op->type == PLAYER) 1366 if (type == PLAYER)
1443 { 1367 {
1444 float M, W, s, D, K, S, M2;
1445
1446 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1447 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1448 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1449 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1450 */ 1372 */
1451 M = (max_carry[op->stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1452 M2 = max_carry[op->stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1453 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1454 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1455 D = (op->stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1456 K = 1 + M / 3.0 - W / (3 * M2) + op->speed / 5.0 + D / 2.0; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1457 K *= (4 + op->level) / (float) (6 + op->level) * 1.2; 1379
1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1458 if (K <= 0) 1382 if (K <= 0.01f)
1459 K = 0.01; 1383 K = 0.01f;
1460 S = op->speed / (K * s); 1384
1461 op->contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1462 } 1386 }
1387
1463 /* I want to limit the power of small monsters with big weapons: */ 1388 /* I want to limit the power of small monsters with big weapons: */
1464 if (op->type != PLAYER && op->arch != NULL && op->stats.dam > op->arch->clone.stats.dam * 3) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1465 op->stats.dam = op->arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1466 1391
1467 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1468 * should be more than enough - remember, AC is also in 8 bits, 1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1469 * so its value is the same.
1470 */
1471 if (wc > 120)
1472 wc = 120;
1473 else if (wc < -120)
1474 wc = -120;
1475 op->stats.wc = wc;
1476
1477 if (ac > 120)
1478 ac = 120;
1479 else if (ac < -120)
1480 ac = -120;
1481 op->stats.ac = ac;
1482 1394
1483 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1484 * give them walking as a default. 1396 * give them walking as a default.
1485 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1486 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1487 * one or the other. 1399 * one or the other.
1488 */ 1400 */
1489 if (op->move_type == 0) 1401 if (move_type == 0)
1490 op->move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1491 else if (op->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1492 op->move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1493 1405
1494 update_ob_speed (op); 1406 // now apply the new move_type
1407 if (this->move_type != move_type)
1408 change_move_type (move_type);
1495 1409
1496 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1497 * so we will check that now. 1411 * so we will check that now.
1498 */ 1412 */
1499 if (op->type == PLAYER) 1413 if (is_player ())
1500 esrv_update_spells (op->contr); 1414 contr->update_spells ();
1415
1416 // update the mapspace, if we are on a map
1417 if (!flag [FLAG_REMOVED] && map)
1418 map->at (x, y).flags_ = 0;
1419}
1420
1421void
1422object::set_glow_radius (sint8 rad)
1423{
1424 glow_radius = rad;
1425
1426 if (is_on_map ())
1427 update_all_los (map, x, y);
1428 else if (object *env = outer_env ())
1429 {
1430 env->update_stats ();
1431
1432 if (env->is_on_map ())
1433 update_all_los (env->map, env->x, env->y);
1434 }
1501} 1435}
1502 1436
1503/* 1437/*
1504 * Returns true if the given player is a legal class. 1438 * Returns true if the given player is a legal class.
1505 * The function to add and remove class-bonuses to the stats doesn't 1439 * The function to add and remove class-bonuses to the stats doesn't
1506 * check if the stat becomes negative, thus this function 1440 * check if the stat becomes negative, thus this function
1507 * merely checks that all stats are 1 or more, and returns 1441 * merely checks that all stats are 1 or more, and returns
1508 * false otherwise. 1442 * false otherwise.
1509 */ 1443 */
1510
1511int 1444int
1512allowed_class (const object *op) 1445allowed_class (const object *op)
1513{ 1446{
1514 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1447 return op->stats.Dex > 0
1515 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1448 && op->stats.Str > 0
1449 && op->stats.Con > 0
1450 && op->stats.Int > 0
1451 && op->stats.Wis > 0
1452 && op->stats.Pow > 0
1453 && op->stats.Cha > 0;
1516} 1454}
1517 1455
1518/* 1456/*
1519 * set the new dragon name after gaining levels or 1457 * set the new dragon name after gaining levels or
1520 * changing ability focus (later this can be extended to 1458 * changing ability focus (later this can be extended to
1521 * eventually change the player's face and animation) 1459 * eventually change the player's face and animation)
1522 *
1523 * Note that the title is written to 'own_title' in the
1524 * player struct. This should be changed to 'ext_title'
1525 * as soon as clients support this!
1526 * Please, anyone, write support for 'ext_title'.
1527 */ 1460 */
1528void 1461void
1529set_dragon_name (object *pl, const object *abil, const object *skin) 1462set_dragon_name (object *pl, const object *abil, const object *skin)
1530{ 1463{
1531 int atnr = -1; /* attacknumber of highest level */ 1464 int atnr = -1; /* attacknumber of highest level */
1549 /* now if there are equals at highest level, pick the one with focus, 1482 /* now if there are equals at highest level, pick the one with focus,
1550 or else at random */ 1483 or else at random */
1551 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1484 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1552 atnr = abil->stats.exp; 1485 atnr = abil->stats.exp;
1553 1486
1554 level = (int) (level / 5.);
1555
1556 /* now set the new title */ 1487 /* now set the new title */
1557 if (pl->contr != NULL)
1558 {
1559 if (level == 0)
1560 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1488 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1561 else if (level == 1)
1562 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1563 else if (level == 2)
1564 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1490 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1565 else if (level == 3)
1566 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1491 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1567 else 1492 else
1568 { 1493 {
1569 /* special titles for extra high resistance! */ 1494 /* special titles for extra high resistance! */
1570 if (skin->resist[atnr] > 80)
1571 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1495 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1572 else if (skin->resist[atnr] > 50)
1573 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1496 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1574 else
1575 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1497 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1576 }
1577 } 1498 }
1578 1499
1579 strcpy (pl->contr->own_title, ""); 1500 strcpy (pl->contr->own_title, "");
1580} 1501}
1581 1502
1582/* 1503/*
1583 * This function is called when a dragon-player gains 1504 * This function is called when a dragon-player gains
1584 * an overall level. Here, the dragon might gain new abilities 1505 * an overall level. Here, the dragon might gain new abilities
1585 * or change the ability-focus. 1506 * or change the ability-focus.
1586 */ 1507 */
1587void 1508static void
1588dragon_level_gain (object *who) 1509dragon_level_gain (object *who)
1589{ 1510{
1590 object *abil = NULL; /* pointer to dragon ability force */ 1511 object *abil = NULL; /* pointer to dragon ability force */
1591 object *skin = NULL; /* pointer to dragon skin force */ 1512 object *skin = NULL; /* pointer to dragon skin force */
1592 object *tmp = NULL; /* tmp. object */ 1513 object *tmp = NULL; /* tmp. object */
1593 char buf[MAX_BUF]; /* tmp. string buffer */ 1514 char buf[MAX_BUF]; /* tmp. string buffer */
1594 1515
1595 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1516 /* now grab the 'dragon_ability'-forces from the player's inventory */
1596 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1517 for (tmp = who->inv; tmp; tmp = tmp->below)
1597 {
1598 if (tmp->type == FORCE) 1518 if (tmp->type == FORCE)
1599 { 1519 if (tmp->arch->archname == shstr_dragon_ability_force)
1600 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1601 abil = tmp; 1520 abil = tmp;
1602 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1521 else if (tmp->arch->archname == shstr_dragon_skin_force)
1603 skin = tmp; 1522 skin = tmp;
1604 } 1523
1605 }
1606 /* if the force is missing -> bail out */ 1524 /* if the force is missing -> bail out */
1607 if (abil == NULL) 1525 if (abil == NULL)
1608 return; 1526 return;
1609 1527
1610 /* The ability_force keeps track of maximum level ever achieved. 1528 /* The ability_force keeps track of maximum level ever achieved.
1651 object *skill_obj; 1569 object *skill_obj;
1652 1570
1653 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1571 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1654 if (!skill_obj) 1572 if (!skill_obj)
1655 { 1573 {
1656 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1574 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1657 return NULL; 1575 return NULL;
1658 } 1576 }
1577
1659 /* clear the flag - exp goes into this bucket, but player 1578 /* clear the flag - exp goes into this bucket, but player
1660 * still doesn't know it. 1579 * still doesn't know it.
1661 */ 1580 */
1662 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1581 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1663 skill_obj->stats.exp = 0; 1582 skill_obj->stats.exp = 0;
1664 skill_obj->level = 1; 1583 skill_obj->level = 1;
1665 insert_ob_in_ob (skill_obj, op); 1584 op->insert (skill_obj);
1666 if (op->contr) 1585
1667 { 1586 if (player *pl = op->contr)
1668 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1587 pl->link_skills ();
1669 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1588
1670 }
1671 return skill_obj; 1589 return skill_obj;
1672} 1590}
1673
1674 1591
1675/* player_lvl_adj() - for the new exp system. we are concerned with 1592/* player_lvl_adj() - for the new exp system. we are concerned with
1676 * whether the player gets more hp, sp and new levels. 1593 * whether the player gets more hp, sp and new levels.
1677 * Note this this function should only be called for players. Monstes 1594 * Note this this function should only be called for players. Monstes
1678 * don't really gain levels 1595 * don't really gain levels
1681 */ 1598 */
1682void 1599void
1683player_lvl_adj (object *who, object *op) 1600player_lvl_adj (object *who, object *op)
1684{ 1601{
1685 char buf[MAX_BUF]; 1602 char buf[MAX_BUF];
1603 bool changed = false;
1686 1604
1687 if (!op) /* when rolling stats */ 1605 if (!op) /* when rolling stats */
1688 op = who; 1606 op = who;
1689 1607
1690 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1608 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1691 { 1609 {
1610 changed = true;
1611
1692 op->level++; 1612 op->level++;
1693 1613
1694 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1614 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1695 dragon_level_gain (who); 1615 dragon_level_gain (who);
1696 1616
1697 /* Only roll these if it is the player (who) that gained the level */ 1617 /* Only roll these if it is the player (who) that gained the level */
1698 if (op == who && (who->level < 11) && who->type == PLAYER) 1618 if (op == who && (who->level < 11) && who->type == PLAYER)
1699 { 1619 {
1700 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1620 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1701 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1621 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1702 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1622 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1703 } 1623 }
1704 1624
1705 fix_player (who);
1706 if (op->level > 1) 1625 if (op->level > 1)
1707 { 1626 {
1708 if (op->type != PLAYER) 1627 if (op->type != PLAYER)
1628 {
1629 who->contr->play_sound (sound_find ("skill_up"));
1709 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1630 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1631 }
1710 else 1632 else
1633 {
1634 who->contr->play_sound (sound_find ("level_up"));
1711 sprintf (buf, "You are now level %d.", op->level); 1635 sprintf (buf, "You are now level %d.", op->level);
1636 }
1637
1712 if (who) 1638 if (who)
1713 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1639 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1714 } 1640 }
1715 player_lvl_adj (who, op); /* To increase more levels */
1716 } 1641 }
1642
1717 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1643 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1718 { 1644 {
1645 changed = true;
1646
1719 op->level--; 1647 op->level--;
1720 fix_player (who); 1648
1721 if (op->type != PLAYER) 1649 if (op->type != PLAYER)
1722 { 1650 {
1723 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1651 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1724 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1652 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1725 } 1653 }
1726 player_lvl_adj (who, op); /* To decrease more levels */
1727 } 1654 }
1728 /* check if the spell data has changed */ 1655
1729 esrv_update_spells (who->contr); 1656 if (changed)
1657 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1730} 1658}
1731 1659
1732/* 1660/*
1733 * Returns how much experience is needed for a player to become 1661 * Returns how much experience is needed for a player to become
1734 * the given level. level should really never exceed max_level 1662 * the given level. level should really never exceed max_level
1737sint64 1665sint64
1738level_exp (int level, double expmul) 1666level_exp (int level, double expmul)
1739{ 1667{
1740 if (level > settings.max_level) 1668 if (level > settings.max_level)
1741 return (sint64) (expmul * levels[settings.max_level]); 1669 return (sint64) (expmul * levels[settings.max_level]);
1670
1742 return (sint64) (expmul * levels[level]); 1671 return (sint64) (expmul * levels[level]);
1743} 1672}
1744 1673
1745/* 1674/*
1746 * Ensure that the permanent experience requirements in an exp object are met. 1675 * Ensure that the permanent experience requirements in an exp object are met.
1767 op->perm_exp = 0; 1696 op->perm_exp = 0;
1768 else if (op->perm_exp > (sint64) MAX_EXPERIENCE) 1697 else if (op->perm_exp > (sint64) MAX_EXPERIENCE)
1769 op->perm_exp = MAX_EXPERIENCE; 1698 op->perm_exp = MAX_EXPERIENCE;
1770} 1699}
1771 1700
1772
1773/* Add experience to a player - exp should only be positive. 1701/* Add experience to a player - exp should only be positive.
1774 * Updates permanent exp for the skill we are adding to. 1702 * Updates permanent exp for the skill we are adding to.
1775 * skill_name is the skill to add exp to. Skill name can be 1703 * skill_name is the skill to add exp to. Skill name can be
1776 * NULL, in which case exp increases the players general 1704 * NULL, in which case exp increases the players general
1777 * total, but not any particular skill. 1705 * total, but not any particular skill.
1778 * flag is what to do if the player doesn't have the skill: 1706 * flag is what to do if the player doesn't have the skill:
1779 */ 1707 */
1780
1781static void 1708static void
1782add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1709add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1783{ 1710{
1784 object *skill_obj = NULL; 1711 object *skill_obj;
1785 sint64 limit, exp_to_add; 1712 sint64 limit, exp_to_add;
1786 int i; 1713 int i;
1787 1714
1788 /* prevents some forms of abuse. */ 1715 /* prevents some forms of abuse. */
1789 if (op->contr->braced) 1716 if (op->contr->braced)
1790 exp = exp / 5; 1717 exp /= 5;
1791 1718
1792 /* Try to find the matching skill. 1719 /* Try to find the matching skill.
1793 * We do a shortcut/time saving mechanism first - see if it matches 1720 * We do a shortcut/time saving mechanism first - see if it matches
1794 * chosen_skill. This means we don't need to search through 1721 * chosen_skill. This means we don't need to search through
1795 * the players inventory. 1722 * the players inventory.
1796 */ 1723 */
1724 skill_obj = 0;
1725
1797 if (skill_name) 1726 if (skill_name)
1798 { 1727 {
1799 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1728 skill_obj = op->contr->find_skill (skill_name);
1800 skill_obj = op->chosen_skill;
1801 else
1802 {
1803 for (i = 0; i < NUM_SKILLS; i++)
1804 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1805 {
1806 skill_obj = op->contr->last_skill_ob[i];
1807 break;
1808 }
1809 1729
1810 /* Player doesn't have the skill. Check to see what to do, and give 1730 /* Player doesn't have the skill. Check to see what to do, and give
1811 * it to the player if necessary 1731 * it to the player if necessary
1812 */ 1732 */
1813 if (!skill_obj) 1733 if (!skill_obj)
1814 { 1734 {
1815 if (flag == SK_EXP_NONE) 1735 if (flag == SK_EXP_NONE)
1816 return; 1736 return;
1737
1817 else if (flag == SK_EXP_ADD_SKILL) 1738 if (flag == SK_EXP_ADD_SKILL)
1818 give_skill_by_name (op, skill_name); 1739 skill_obj = give_skill_by_name (op, skill_name);
1819 }
1820 } 1740 }
1821 } 1741 }
1822 1742
1823 if (flag != SK_EXP_SKILL_ONLY) 1743 if (flag != SK_EXP_SKILL_ONLY)
1824 { 1744 {
1857 player_lvl_adj (op, skill_obj); 1777 player_lvl_adj (op, skill_obj);
1858 } 1778 }
1859} 1779}
1860 1780
1861/* This function checks to make sure that object 'op' can 1781/* This function checks to make sure that object 'op' can
1862 * lost 'exp' experience. It returns the amount of exp 1782 * lose 'exp' experience. It returns the amount of exp
1863 * object 'op' can in fact lose - it basically makes 1783 * object 'op' can in fact lose - it basically makes
1864 * adjustments based on permanent exp and the like. 1784 * adjustments based on permanent exp and the like.
1865 * This function should always be used for losing experience - 1785 * This function should always be used for losing experience -
1866 * the 'exp' value passed should be positive - this is the 1786 * the 'exp' value passed should be positive - this is the
1867 * amount that should get subtract from the player. 1787 * amount that should get subtract from the player.
1868 */ 1788 */
1869sint64 1789static sint64
1870check_exp_loss (const object *op, sint64 exp) 1790check_exp_loss (const object *op, sint64 exp)
1871{ 1791{
1872 sint64 del_exp; 1792 sint64 del_exp;
1873 1793
1874 if (exp > op->stats.exp) 1794 if (exp > op->stats.exp)
1875 exp = op->stats.exp; 1795 exp = op->stats.exp;
1796
1876 if (settings.permanent_exp_ratio) 1797 if (settings.permanent_exp_ratio)
1877 { 1798 {
1878 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1799 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1800
1879 if (del_exp < 0) 1801 if (del_exp < 0)
1880 del_exp = 0; 1802 del_exp = 0;
1803
1881 if (exp > del_exp) 1804 if (exp > del_exp)
1882 exp = del_exp; 1805 exp = del_exp;
1883 } 1806 }
1807
1884 return exp; 1808 return exp;
1885} 1809}
1886 1810
1887sint64 1811sint64
1888check_exp_adjust (const object *op, sint64 exp) 1812check_exp_adjust (const object *op, sint64 exp)
1889{ 1813{
1890 if (exp < 0) 1814 if (exp < 0)
1891 return check_exp_loss (op, exp); 1815 return check_exp_loss (op, exp);
1892 else 1816 else
1893 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1817 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1894} 1818}
1895
1896 1819
1897/* Subtracts experience from player. 1820/* Subtracts experience from player.
1898 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1821 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1899 * only subtract from the matching skill. Otherwise, 1822 * only subtract from the matching skill. Otherwise,
1900 * this subtracts a portion from all 1823 * this subtracts a portion from all
1914 sint64 del_exp; 1837 sint64 del_exp;
1915 1838
1916 for (tmp = op->inv; tmp; tmp = tmp->below) 1839 for (tmp = op->inv; tmp; tmp = tmp->below)
1917 if (tmp->type == SKILL && tmp->stats.exp) 1840 if (tmp->type == SKILL && tmp->stats.exp)
1918 { 1841 {
1919 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1842 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1920 { 1843 {
1921 del_exp = check_exp_loss (tmp, exp); 1844 del_exp = check_exp_loss (tmp, exp);
1922 tmp->stats.exp -= del_exp; 1845 tmp->stats.exp -= del_exp;
1923 player_lvl_adj (op, tmp); 1846 player_lvl_adj (op, tmp);
1924 } 1847 }
1930 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1853 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1931 tmp->stats.exp -= del_exp; 1854 tmp->stats.exp -= del_exp;
1932 player_lvl_adj (op, tmp); 1855 player_lvl_adj (op, tmp);
1933 } 1856 }
1934 } 1857 }
1858
1935 if (flag != SK_SUBTRACT_SKILL_EXP) 1859 if (flag != SK_SUBTRACT_SKILL_EXP)
1936 { 1860 {
1937 del_exp = check_exp_loss (op, exp); 1861 del_exp = check_exp_loss (op, exp);
1938 op->stats.exp -= del_exp; 1862 op->stats.exp -= del_exp;
1939 player_lvl_adj (op, NULL); 1863 player_lvl_adj (op, NULL);
1940 } 1864 }
1941} 1865}
1942
1943
1944 1866
1945/* change_exp() - changes experience to a player/monster. This 1867/* change_exp() - changes experience to a player/monster. This
1946 * does bounds checking to make sure we don't overflow the max exp. 1868 * does bounds checking to make sure we don't overflow the max exp.
1947 * 1869 *
1948 * The exp passed is typically not modified much by this function - 1870 * The exp passed is typically not modified much by this function -
1949 * it is assumed the caller has modified the exp as needed. 1871 * it is assumed the caller has modified the exp as needed.
1950 * skill_name is the skill that should get the exp added. 1872 * skill_name is the skill that should get the exp added.
1951 * flag is what to do if player doesn't have the skill. 1873 * flag is what to do if player doesn't have the skill.
1952 * these last two values are only used for players. 1874 * these last two values are only used for players.
1953 */ 1875 */
1954
1955void 1876void
1956change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1877change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1957{ 1878{
1958
1959#ifdef EXP_DEBUG 1879#ifdef EXP_DEBUG
1960# ifndef WIN32
1961 LOG (llevDebug, "change_exp() called for %s, exp = %lld\n", query_name (op), exp);
1962# else
1963 LOG (llevDebug, "change_exp() called for %s, exp = %I64d\n", query_name (op), exp); 1880 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1964# endif
1965#endif 1881#endif
1966 1882
1967 /* safety */ 1883 /* safety */
1968 if (!op) 1884 if (!op)
1969 { 1885 {
2008 else 1924 else
2009 /* note that when you lose exp, it doesn't go against 1925 /* note that when you lose exp, it doesn't go against
2010 * a particular skill, so we don't need to pass that 1926 * a particular skill, so we don't need to pass that
2011 * along. 1927 * along.
2012 */ 1928 */
2013 subtract_player_exp (op, FABS (exp), skill_name, flag); 1929 subtract_player_exp (op, abs (exp), skill_name, flag);
2014
2015 } 1930 }
2016} 1931}
2017 1932
2018/* Applies a death penalty experience, the size of this is defined by the 1933/* Applies a death penalty experience, the size of this is defined by the
2019 * settings death_penalty_percentage and death_penalty_levels, and by the 1934 * settings death_penalty_percentage and death_penalty_levels, and by the
2020 * amount of permenent experience, whichever gives the lowest loss. 1935 * amount of permenent experience, whichever gives the lowest loss.
2021 */ 1936 */
2022
2023void 1937void
2024apply_death_exp_penalty (object *op) 1938apply_death_exp_penalty (object *op)
2025{ 1939{
2026 object *tmp;
2027 sint64 loss; 1940 sint64 loss;
2028 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1941 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2029 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1942 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2030 1943
2031 for (tmp = op->inv; tmp; tmp = tmp->below) 1944 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2032 if (tmp->type == SKILL && tmp->stats.exp) 1945 if (tmp->type == SKILL && tmp->stats.exp)
2033 { 1946 {
2034
2035 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1947 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2036 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1948 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2037 1949
2038 /* With the revised exp system, you can get cases where 1950 /* With the revised exp system, you can get cases where
2039 * losing several levels would still require that you have more 1951 * losing several levels would still require that you have more
2040 * exp than you currently have - this is true if the levels 1952 * exp than you currently have - this is true if the levels
2041 * tables is a lot harder. 1953 * tables is a lot harder.
2042 */ 1954 */
2043 if (level_loss < 0) 1955 if (level_loss < 0)
2044 level_loss = 0; 1956 level_loss = 0;
2045 1957
2046 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1958 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2047 1959
2048 tmp->stats.exp -= loss; 1960 tmp->stats.exp -= loss;
2049 player_lvl_adj (op, tmp); 1961 player_lvl_adj (op, tmp);
2050 } 1962 }
2051 1963
2052 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1964 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2053 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1965 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1966
2054 if (level_loss < 0) 1967 if (level_loss < 0)
2055 level_loss = 0; 1968 level_loss = 0;
1969
2056 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1970 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2057 1971
2058 op->stats.exp -= loss; 1972 op->stats.exp -= loss;
2059 player_lvl_adj (op, NULL); 1973 player_lvl_adj (op, NULL);
2060} 1974}
2061 1975
2072 if (level > MAX_SAVE_LEVEL) 1986 if (level > MAX_SAVE_LEVEL)
2073 level = MAX_SAVE_LEVEL; 1987 level = MAX_SAVE_LEVEL;
2074 1988
2075 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level]) 1989 if ((random_roll (1, 20, op, PREFER_HIGH) + bonus) < savethrow[level])
2076 return 0; 1990 return 0;
1991
2077 return 1; 1992 return 1;
2078} 1993}

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