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Comparing deliantra/server/common/living.C (file contents):
Revision 1.39 by root, Sun Apr 29 14:39:55 2007 UTC vs.
Revision 1.132 by root, Wed Nov 16 23:41:59 2016 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
34static const int con_bonus[MAX_STAT + 1] = { 33static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 34 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 35 22, 25, 30, 40, 50
37}; 36};
38 37
39/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 40 * advancement. -b.t.
42 */ 41 */
43static const int sp_bonus[MAX_STAT + 1] = { 42static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 43 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
109 * These limits are probably overly generous, but being there were no values 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 123 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 124 100, 100, 100, 100, 100, 100
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
233const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 232};
236 233
237/* 234/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274void 238void
275change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
276{ 240{
277 if (value == 0) 241 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 242}
328 243
329/* 244/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 246 * 1-30 stat limit.
332 */ 247 */
333
334void 248void
335check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
336{ 250{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
341 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 255 }
344} 256}
345 257
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 259
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 263 */
352#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 266
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 268
357/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 270 * the object.
359 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 272 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 278 * that gives them that ability.
367 */ 279 */
368int 280int
369change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
370{ 282{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
378 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 294
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
300
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 369 }
460 370
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 372 {
463 success = 1; 373 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 375 }
466 376
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 378 {
469 success = 1; 379 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 381 }
472 382
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
478 388
480 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 393 * from fly high)
484 */ 394 */
485 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
486 { 396 {
487 success = 1; 397 success = 1;
488 398
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
491 */ 401 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 403 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 405 }
496 406
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 418 }
511 419
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 421 * originally undead may change their status
514 */ 422 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 425 {
518 success = 1; 426 success = 1;
519 if (flag > 0) 427 if (flag > 0)
520 { 428 {
521 op->race = "undead"; 429 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 431 }
524 else 432 else
525 { 433 {
526 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 436 }
529 } 437 }
530 438
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 440 {
533 success = 1; 441 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 443 }
536 444
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 446 {
539 success = 1; 447 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 449 }
542 450
543 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 452 * vision
545 */ 453 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
547 { 455 {
548 success = 1; 456 success = 1;
549 if (flag > 0) 457 if (flag > 0)
550 { 458 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 461 else
554 { 462 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
557 if (op->type == PLAYER) 465 if (op->type == PLAYER)
558 op->contr->do_los = 1; 466 op->contr->do_los = 1;
559 } 467 }
560 } 468 }
561 else 469 else
562 { 470 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 473 else
566 { 474 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
569 if (op->type == PLAYER) 477 if (op->type == PLAYER)
570 op->contr->do_los = 1; 478 op->contr->do_los = 1;
571 } 479 }
572 } 480 }
573 } 481 }
574 482
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 484 {
577 success = 1; 485 success = 1;
578 if (op->type == PLAYER) 486 if (op->type == PLAYER)
579 op->contr->do_los = 1; 487 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 489 }
582 490
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 492 {
585 success = 1; 493 success = 1;
586 if (flag > 0) 494 if (flag > 0)
587 { 495 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 498 else
591 { 499 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 501 if (op->type == PLAYER)
594 op->contr->do_los = 1; 502 op->contr->do_los = 1;
595 } 503 }
596 } 504 }
597 else 505 else
598 { 506 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 509 else
602 { 510 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 512 if (op->type == PLAYER)
611 { 519 {
612 success = 1; 520 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 } 522 }
615 523
524 if (digest_types [tmp->type])
525 {
616 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
617 { 527 {
618 success = 1; 528 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 } 530 }
621 531
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
623 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
624 success = 1; 535 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 } 537 }
627 538
628 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
630 { 541 {
631 success = 1; 542 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 } 544 }
634 545
635 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
636 { 547 {
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 565 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (rndm (NUM_STATS)); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
686object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
698 { 606 {
699 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
700 608
701 if (!tmp) 609 if (!tmp)
702 { 610 {
703 tmp = arch_to_object (at); 611 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
706 } 614 }
707 } 615 }
708 616
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
716 * via an applied bad_luck object. 624 * via an applied bad_luck object.
717 */ 625 */
718void 626void
719object::change_luck (int value) 627object::change_luck (int value)
720{ 628{
721 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 636 if (!tmp)
729 { 637 {
730 if (!value) 638 if (!value)
731 return; 639 return;
732 640
733 tmp = arch_to_object (at); 641 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
736 } 644 }
737 645
738 if (value) 646 if (value)
739 { 647 {
740 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
772 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 681 */
774void 682void
775object::remove_statbonus () 683object::remove_statbonus ()
776{ 684{
777 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 686 {
779 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 690 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 691}
793 692
794/* 693/*
795 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 695 */
797void 696void
798object::add_statbonus () 697object::add_statbonus ()
799{ 698{
800 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 700 {
802 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 704 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
816 720
817/* 721/*
818 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
826 */ 730 */
827void 731void
828object::update_stats () 732object::update_stats ()
829{ 733{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 744
838 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 746 if (type == PLAYER)
840 { 747 {
748 contr->delayed_update = false;
749
841 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
843 752
844 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 754 contr->encumbrance = 0;
846 755
847 attacktype = 0; 756 attacktype = 0;
850 contr->gen_hp = 0; 759 contr->gen_hp = 0;
851 contr->gen_sp = 0; 760 contr->gen_sp = 0;
852 contr->gen_grace = 0; 761 contr->gen_grace = 0;
853 contr->gen_sp_armour = 10; 762 contr->gen_sp_armour = 10;
854 contr->item_power = 0; 763 contr->item_power = 0;
855
856 /* Don't clobber all the range_ values. range_golem otherwise
857 * gets reset for no good reason, and we don't want to reset
858 * range_magic (what spell is readied). These three below
859 * well get filled in based on what the player has equipped.
860 */
861 contr->ranges[range_bow] = 0;
862 contr->ranges[range_misc] = 0;
863 contr->ranges[range_skill] = 0;
864 } 764 }
865 765
866 memcpy (body_used, body_info, sizeof (body_info)); 766 for (int i = NUM_BODY_LOCATIONS; i--; )
767 slot[i].used = slot[i].info;
867 768
868 slaying = 0; 769 slaying = 0;
869 770
870 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
871 {
872 CLEAR_FLAG (this, FLAG_XRAYS);
873 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
874 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
875 776
876 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
877 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
878 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
879 780
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
882 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
883 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
884 785
885 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
886 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
887 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
888 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
889 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
890
891 chosen_skill = NULL;
892 791
893 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
894 * archetype clone 793 * archetype clone
895 */ 794 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
897 796
898 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
899 { 798 {
900 if (resist[i] > 0) 799 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
902 else 801 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
803
904 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
905 } 805 }
906 806
907 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
909 809
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 815 * that their protection from physical goes down
916 */ 816 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
918 { 818 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 821 }
922 else 822 else
923 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
924 824
925 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
927 829
928 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
930 */ 832 */
931 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
932 { 834 {
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 > glow_radius)
937 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil 836 * applied so we can tell the player what changed. But change_abil
941 * then calls this function. 837 * then calls this function.
942 */ 838 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
944 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
945 843
946 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
948 { 846 {
949 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
962 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
963 grace_obj = tmp; 861 grace_obj = tmp;
964 } 862 }
965 } 863 }
966 864
967 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
968 * objects need to make adjustments. 866 * objects need to make adjustments.
969 * This block should handle all player specific changes 867 * This block should handle all player specific changes
970 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
971 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
974 * up, etc. 872 * up, etc.
975 */ 873 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 874 if ((tmp->flag [FLAG_APPLIED]
977 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
978 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
979 || (tmp->type == SKILL 877 && tmp->type != SPELL)
980 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
981 { 879 {
982 if (type == PLAYER) 880 if (type == PLAYER)
983 { 881 {
984 if (tmp->type == BOW) 882 contr->item_power += tmp->item_power;
985 contr->ranges[range_bow] = tmp;
986 883
987 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
988 contr->ranges[range_misc] = tmp;
989
990 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
991 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 885 stat_sum [i] += tmp->stats.stat (i);
992 886
993 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
994 * spell point recovery and mana point recovery. Seems sort of an arbitary
995 * list, but other items store other info into stats array.
996 */
997 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
998 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
999 (tmp->type == SHIELD) || (tmp->type == RING) ||
1000 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
1001 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1002 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1003 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1004 (tmp->type == SKILL))
1005 { 888 {
1006 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
1007 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
1008 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1009 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1010 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1011 contr->item_power += tmp->item_power;
1012 } 895 }
1013 } /* if this is a player */ 896 } /* if this is a player */
897 else
898 {
899 if (tmp->type == WEAPON)
900 current_weapon = tmp;
901 }
1014 902
1015 /* Update slots used for items */ 903 /* Update slots used for items */
1016 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1017 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1018 body_used[i] += tmp->body_info[i]; 906 slot[i].used += tmp->slot[i].info;
1019 907
1020 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1021 {
1022 speed_reduce_from_disease = tmp->last_sp / 100.0; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 910
1024 if (speed_reduce_from_disease == 0)
1025 speed_reduce_from_disease = 1;
1026 }
1027
1028 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1029 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1030 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1031 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1032 */ 915 */
916 if (tmp->type == POTION_EFFECT)
917 for (int i = 0; i < NROFATTACKS; i++)
918 max_it (potion_resist[i], tmp->resist[i]);
1033 if (tmp->type != POTION) 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
921 if (tmp->resist[i] > 0)
922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
923 else if (tmp->resist[i] < 0)
924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
925
926 /* There may be other things that should not adjust the attacktype */
927 if (tmp->type != SYMPTOM)
1034 { 928 {
1035 for (i = 0; i < NROFATTACKS; i++) 929 attacktype |= tmp->attacktype;
1036 { 930 path_attuned |= tmp->path_attuned;
1037 /* Potential for cursed potions, in which case we just can use 931 path_repelled |= tmp->path_repelled;
1038 * a straight MAX, as potion_resist is initialised to zero. 932 path_denied |= tmp->path_denied;
1039 */ 933 move_type |= tmp->move_type;
1040 if (tmp->type == POTION_EFFECT) 934 stats.luck += tmp->stats.luck;
1041 {
1042 if (potion_resist[i])
1043 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1044 else
1045 potion_resist[i] = tmp->resist[i];
1046 }
1047 else if (tmp->resist[i] > 0)
1048 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1049 else if (tmp->resist[i] < 0)
1050 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1051 }
1052 } 935 }
1053 936
1054 /* There may be other things that should not adjust the attacktype */ 937 flag |= tmp->flag & copy_flags;
1055 if (tmp->type != BOW && tmp->type != SYMPTOM)
1056 attacktype |= tmp->attacktype;
1057 938
1058 path_attuned |= tmp->path_attuned; 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1059 path_repelled |= tmp->path_repelled; 940 this->set_flag (FLAG_UNDEAD);
1060 path_denied |= tmp->path_denied;
1061 move_type |= tmp->move_type;
1062 stats.luck += tmp->stats.luck;
1063 941
1064 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 942 //TODO: copy_flags?
1065 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 943 if (tmp->flag [FLAG_MAKE_INVIS])
1066 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1067 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1068 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1069 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1070 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1071
1072 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1073 SET_FLAG (this, FLAG_UNDEAD);
1074
1075 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1076 { 944 {
1077 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1078 invisible = 1; 946 invisible = 1;
1079 } 947 }
1080 948
1081 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1082 { 950 {
1083 if (tmp->stats.exp > 0) 951 if (tmp->stats.exp > 0)
1084 { 952 {
1085 added_speed += (float) tmp->stats.exp / 3.0; 953 added_speed += tmp->stats.exp / 3.f;
1086 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 954 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1087 } 955 }
1088 else 956 else
1089 added_speed += (float) tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1090 } 958 }
1091 959
1092 switch (tmp->type) 960 switch (tmp->type)
1093 { 961 {
1094 /* skills modifying the character -b.t. */
1095 /* for all skills and skill granting objects */
1096 case SKILL: 962 case SKILL:
1097 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 963 {
964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1098 break; 966 break;
1099 967
1100 if (IS_COMBAT_SKILL (tmp->subtype))
1101 wc_obj = tmp;
1102
1103 if (chosen_skill) 968 if (chosen_skill)
969 {
1104 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
1105 972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1106 chosen_skill = tmp; 978 chosen_skill = tmp;
1107 979
1108 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1109 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1110 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1111 weapon_speed = (int) WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1112 984
1113 if (weapon_speed < 0)
1114 weapon_speed = 0;
1115
1116 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1117 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1118 987
1119 if (tmp->magic) 988 if (tmp->magic)
1120 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1121 } 990 }
1122 991
1123 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1124 wc -= (tmp->stats.wc + tmp->magic); 993 wc -= tmp->stats.wc + tmp->magic;
1125 994
1126 if (tmp->slaying != NULL) 995 if (tmp->slaying)
1127 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1128 997
1129 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1130 ac -= (tmp->stats.ac + tmp->magic); 999 ac -= tmp->stats.ac + tmp->magic;
1131 1000
1132 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1133 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1134
1135 if (type == PLAYER)
1136 contr->ranges[range_skill] = this;
1137
1138 break; 1003 }
1139 1004
1140 case SKILL_TOOL:
1141 if (chosen_skill)
1142 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1143
1144 chosen_skill = tmp;
1145
1146 if (type == PLAYER)
1147 contr->ranges[range_skill] = this;
1148 break; 1005 break;
1149 1006
1150 case SHIELD: 1007 case SHIELD:
1151 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1152 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1153 case RING: 1011 case RING:
1154 case AMULET: 1012 case AMULET:
1155 case GIRDLE: 1013 case GIRDLE:
1156 case HELMET: 1014 case HELMET:
1157 case BOOTS: 1015 case BOOTS:
1166 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1167 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1168 1026
1169 break; 1027 break;
1170 1028
1029 case RANGED:
1171 case BOW: 1030 case BOW:
1172 case WEAPON: 1031 case WEAPON:
1173 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1174 1033
1175 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1176 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1177 1036
1178 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1179 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1180 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1181 1040
1182 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1183 weapon_speed = 0; 1042 weapon_speed = 0;
1184 1043
1185 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1045
1186 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1187 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1188 * go. 1048 * go.
1189 */ 1049 */
1190 current_weapon = tmp; 1050
1051 if (type == PLAYER)
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1052 if (settings.spell_encumbrance)
1192 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1193 1054
1194 break; 1055 break;
1195 1056
1196 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1197 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1198 contr->encumbrance += (int) tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1199 1060
1200 case BRACERS: 1061 case BRACERS:
1201 case FORCE: 1062 case FORCE:
1202 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1203 { 1064 {
1220 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1221 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1222 } 1083 }
1223 1084
1224 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1225 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1226 1087
1227 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1228 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1229 1090
1230 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1091 if (ARMOUR_SPEED (tmp))
1231 max = ARMOUR_SPEED (tmp) / 10.0; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1232 1093
1233 break; 1094 break;
1234 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1235 } /* item is equipped */ 1096 } /* item is equipped */
1236 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1237 1100
1238 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1239 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1240 */ 1103 */
1241 1104
1243 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1244 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1245 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1246 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1247 */ 1110 */
1248 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1249 { 1112 {
1250 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1251 1114
1252 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1253 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1254 } 1118 }
1255 1119
1256 /* Figure out the players sp/mana/hp totals. */
1257 if (type == PLAYER) 1120 if (type == PLAYER)
1258 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1259 int pl_level; 1131 int pl_level;
1260 1132
1261 check_stat_bounds (&(stats));
1262 pl_level = level;
1263
1264 if (pl_level < 1)
1265 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1266 1134
1267 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1268 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1269 */ 1137 */
1270 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1271 { 1140 {
1272 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1273 1142
1274 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1275 {
1276 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1277 j++; 1145 j++;
1278 else 1146 else
1279 j--; 1147 j--;
1280 }
1281 1148
1282 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1283 } 1150 }
1284 1151
1285 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1286 stats.maxhp += 2;
1287 1153
1288 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1289 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1290 1156
1291 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1304 1170
1305 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1306 stats.maxsp = 1; 1172 stats.maxsp = 1;
1307 else 1173 else
1308 { 1174 {
1309 sp_tmp = 0.0; 1175 float sp_tmp = 0.f;
1310 1176
1311 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1312 { 1178 {
1313 float stmp; 1179 float stmp;
1314 1180
1315 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1316 if (i < 2) 1182 if (i < 2)
1317 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1318 else 1184 else
1319 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1320 1186
1321 if (stmp < 1.0)
1322 stmp = 1.0;
1323
1324 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1325 } 1188 }
1326 1189
1327 stats.maxsp = (int) sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1328
1329 for (i = 11; i <= mana_obj->level; i++)
1330 stats.maxsp += 2;
1331 } 1191 }
1192
1332 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1333 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1334 stats.sp = stats.maxsp * 2;
1335 1195
1336 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1337 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1338 grace_obj = this; 1198 grace_obj = this;
1339 1199
1344 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1345 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1346 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1347 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1348 */ 1208 */
1349 sp_tmp = 0.0; 1209 float sp_tmp = 0.f;
1350 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1351 { 1212 {
1352 float grace_tmp = 0.0; 1213 float grace_tmp = 0.f;
1353 1214
1354 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1355 if (i < 2) 1216 if (i < 2)
1356 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1357 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1358 else 1218 else
1359 grace_tmp = (float) contr->levgrace[i]
1360 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1361 1220
1362 if (grace_tmp < 1.0)
1363 grace_tmp = 1.0;
1364
1365 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1366 } 1222 }
1367 1223
1368 stats.maxgrace = (int) sp_tmp;
1369
1370 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1371 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1372 stats.maxgrace += 2;
1373 } 1226 }
1227
1374 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1375 1229
1376 if (contr->braced) 1230 if (contr->braced)
1377 { 1231 {
1378 ac += 2; 1232 ac += 2;
1390 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1391 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1392 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1393 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1394 */ 1248 */
1249 object *wc_obj = chosen_skill;
1395 1250
1396 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1397 { 1252 {
1398 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1399 1254
1400 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1401 { 1256 {
1402 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1403 if (!(i % 6)) 1258 if (!(i % 6))
1404 wc--; 1259 wc--;
1405 1260
1406 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1407 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1408 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1409 } 1264 }
1410 } 1265 }
1411 else 1266 else
1414 stats.dam += dam_bonus[stats.Str]; 1269 stats.dam += dam_bonus[stats.Str];
1415 1270
1416 if (stats.dam < 1) 1271 if (stats.dam < 1)
1417 stats.dam = 1; 1272 stats.dam = 1;
1418 1273
1419 speed = 1.0 + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1420 1275
1421 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1422 speed -= 1; 1277 speed -= 1;
1423
1424 if (attacktype == 0)
1425 attacktype = arch->clone.attacktype;
1426
1427 } /* End if player */ 1278 } /* End if player */
1428 1279
1429 if (added_speed >= 0) 1280 if (added_speed >= 0)
1430 speed += added_speed / 10.0; 1281 speed += added_speed / 10.f;
1431 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1432 speed /= (float) (1.0 - added_speed); 1283 speed /= 1.f - added_speed;
1433 1284
1434 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1435 if (speed > max) 1286 speed = min (speed, max_speed);
1436 speed = max;
1437 1287
1438 if (type == PLAYER) 1288 if (type == PLAYER)
1439 { 1289 {
1440 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1441 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1442 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1443 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1444 */ 1294 */
1445 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1446 if (f > 0) 1296 if (f > 0.f)
1447 speed = speed / (1.0 + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1448 } 1298 }
1449 1299
1450 speed += bonus_speed / 10.0; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1451 1302
1452 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1453 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1454 */ 1305 */
1455 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1456 1307
1457 if (speed < 0.01 && type == PLAYER) 1308 if (speed != old_speed)
1458 speed = 0.01; 1309 set_speed (speed);
1459 1310
1460 if (type == PLAYER) 1311 if (type == PLAYER)
1461 { 1312 {
1462 float M, W, s, D, K, S, M2;
1463
1464 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1466 * all of these could be subbed into one big equation, but 1315 * all of these could be subbed into one big equation, but
1467 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1468 */ 1317 */
1469 M = (max_carry[stats.Str] - 121) / 121.0; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 M2 = max_carry[stats.Str] / 100.0; 1319 float M2 = max_carry[stats.Str] / 100.f;
1471 W = weapon_weight / 20000.0; 1320 float W = weapon_weight / 20000.f;
1472 s = 2 - weapon_speed / 10.0; 1321 float s = (20 - weapon_speed) / 10.f;
1473 D = (stats.Dex - 14) / 14.0; 1322 float D = (stats.Dex - 14) / 14.f;
1474 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1324
1475 K *= (4 + level) / (float) (6 + level) * 1.2; 1325 K *= (4 + level) * 1.2f / (6 + level);
1326
1476 if (K <= 0) 1327 if (K <= 0.01f)
1477 K = 0.01; 1328 K = 0.01f;
1478 S = speed / (K * s); 1329
1479 contr->weapon_sp = S; 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1480 } 1331 }
1481 1332
1482 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1483 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1484 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1485 1336
1486 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1487 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1488 * so its value is the same.
1489 */
1490 if (wc > 120)
1491 wc = 120;
1492 else if (wc < -120)
1493 wc = -120;
1494
1495 stats.wc = wc;
1496
1497 if (ac > 120)
1498 ac = 120;
1499 else if (ac < -120)
1500 ac = -120;
1501
1502 stats.ac = ac;
1503 1339
1504 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1505 * give them walking as a default. 1341 * give them walking as a default.
1506 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1507 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1510 if (move_type == 0) 1346 if (move_type == 0)
1511 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1512 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1513 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1514 1350
1515 if (speed != old_speed) 1351 // now apply the new move_type
1516 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1517 1354
1518 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1519 * so we will check that now. 1356 * so we will check that now.
1520 */ 1357 */
1521 if (type == PLAYER) 1358 if (is_player ())
1522 { 1359 contr->update_spells ();
1523 esrv_update_stats (contr);
1524 esrv_update_spells (contr);
1525 }
1526 1360
1527 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1528 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1529 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1530} 1364}
1531 1365
1532/* 1366void
1533 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1534 * The function to add and remove class-bonuses to the stats doesn't
1535 * check if the stat becomes negative, thus this function
1536 * merely checks that all stats are 1 or more, and returns
1537 * false otherwise.
1538 */
1539int
1540allowed_class (const object *op)
1541{ 1368{
1542 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1369 glow_radius = rad;
1543 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1370
1371 if (is_on_map ())
1372 update_all_los (map, x, y);
1373 else if (object *env = outer_env ())
1374 {
1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1544} 1380}
1545 1381
1546/* 1382/*
1547 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1548 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1549 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1550 *
1551 * Note that the title is written to 'own_title' in the
1552 * player struct. This should be changed to 'ext_title'
1553 * as soon as clients support this!
1554 * Please, anyone, write support for 'ext_title'.
1555 */ 1386 */
1556void 1387void
1557set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1558{ 1389{
1559 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1577 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1578 or else at random */ 1409 or else at random */
1579 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1580 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1581 1412
1582 level = (int) (level / 5.);
1583
1584 /* now set the new title */ 1413 /* now set the new title */
1585 if (pl->contr != NULL)
1586 {
1587 if (level == 0)
1588 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1589 else if (level == 1)
1590 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1591 else if (level == 2)
1592 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1593 else if (level == 3)
1594 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1595 else 1418 else
1596 { 1419 {
1597 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1598 if (skin->resist[atnr] > 80)
1599 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1600 else if (skin->resist[atnr] > 50)
1601 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1602 else
1603 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1604 }
1605 } 1424 }
1606 1425
1607 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1608} 1427}
1609 1428
1610/* 1429/*
1611 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1612 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1613 * or change the ability-focus. 1432 * or change the ability-focus.
1614 */ 1433 */
1615void 1434static void
1616dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1617{ 1436{
1618 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1619 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1620 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1621 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1622 1441
1623 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1624 shstr_cmp dragon_ability_force ("dragon_ability_force");
1625 shstr_cmp dragon_skin_force ("dragon_skin_force");
1626
1627 for (tmp = who->inv; tmp; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1628 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1629 if (tmp->arch->name == dragon_ability_force) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1630 abil = tmp; 1446 abil = tmp;
1631 else if (tmp->arch->name == dragon_skin_force) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1632 skin = tmp; 1448 skin = tmp;
1633 1449
1634 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1635 if (abil == NULL) 1451 if (abil == NULL)
1636 return; 1452 return;
1679 object *skill_obj; 1495 object *skill_obj;
1680 1496
1681 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1682 if (!skill_obj) 1498 if (!skill_obj)
1683 { 1499 {
1684 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1685 return NULL; 1501 return NULL;
1686 } 1502 }
1503
1687 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1688 * still doesn't know it. 1505 * still doesn't know it.
1689 */ 1506 */
1690 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1691 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1692 skill_obj->level = 1; 1509 skill_obj->level = 1;
1693 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1694 1511
1695 if (op->contr) 1512 if (player *pl = op->contr)
1696 { 1513 pl->link_skills ();
1697 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1698 if (op->contr->ns)
1699 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1700 }
1701 1514
1702 return skill_obj; 1515 return skill_obj;
1703} 1516}
1704
1705 1517
1706/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1707 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1708 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1709 * don't really gain levels 1521 * don't really gain levels
1712 */ 1524 */
1713void 1525void
1714player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1715{ 1527{
1716 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1717 1530
1718 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1719 op = who; 1532 op = who;
1720 1533
1721 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1722 { 1535 {
1536 changed = true;
1537
1723 op->level++; 1538 op->level++;
1724 1539
1725 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1726 dragon_level_gain (who); 1541 dragon_level_gain (who);
1727 1542
1728 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1729 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1730 { 1545 {
1731 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1732 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1733 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1734 } 1549 }
1735 1550
1736 who->update_stats ();
1737 if (op->level > 1) 1551 if (op->level > 1)
1738 { 1552 {
1739 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1740 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1741 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1742 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1743 if (who) 1564 if (who)
1744 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1745 } 1566 }
1746 player_lvl_adj (who, op); /* To increase more levels */
1747 } 1567 }
1568
1748 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1749 { 1570 {
1571 changed = true;
1572
1750 op->level--; 1573 op->level--;
1751 who->update_stats (); 1574
1752 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1753 { 1576 {
1754 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1755 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1756 } 1579 }
1757 player_lvl_adj (who, op); /* To decrease more levels */
1758 } 1580 }
1759 1581
1760 /* check if the spell data has changed */ 1582 if (changed)
1761 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1762 esrv_update_spells (who->contr);
1763} 1584}
1764 1585
1765/* 1586/*
1766 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1767 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1768 */ 1589 */
1769 1590
1770sint64 1591sint64
1771level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1772{ 1593{
1773 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1774 return (sint64) (expmul * levels[settings.max_level]);
1775 return (sint64) (expmul * levels[level]);
1776} 1595}
1777 1596
1778/* 1597/*
1779 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1780 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1808 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1809 * total, but not any particular skill. 1628 * total, but not any particular skill.
1810 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1811 */ 1630 */
1812static void 1631static void
1813add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1814{ 1633{
1815 object *skill_obj = NULL; 1634 object *skill_obj;
1816 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1817 int i;
1818 1636
1819 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1820 if (op->contr->braced) 1638 if (op->contr->braced)
1821 exp = exp / 5; 1639 exp /= 5;
1822 1640
1823 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1824 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1825 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1826 * the players inventory. 1644 * the players inventory.
1827 */ 1645 */
1646 skill_obj = 0;
1647
1828 if (skill_name) 1648 if (skill_name)
1829 { 1649 {
1830 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1831 skill_obj = op->chosen_skill;
1832 else
1833 {
1834 for (i = 0; i < NUM_SKILLS; i++)
1835 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1836 {
1837 skill_obj = op->contr->last_skill_ob[i];
1838 break;
1839 }
1840 1651
1841 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1842 * it to the player if necessary 1653 * it to the player if necessary
1843 */ 1654 */
1844 if (!skill_obj) 1655 if (!skill_obj)
1845 { 1656 {
1846 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1847 return; 1658 return;
1659
1848 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1849 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1850 }
1851 } 1662 }
1852 } 1663 }
1853 1664
1854 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1855 { 1666 {
1856 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1857 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1858 */ 1669 */
1859 exp_to_add = exp; 1670 exp_to_add = exp;
1860 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1861 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1862 exp_to_add = limit; 1673 exp_to_add = limit;
1863 1674
1864 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1865 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1872 } 1683 }
1873 1684
1874 if (skill_obj) 1685 if (skill_obj)
1875 { 1686 {
1876 exp_to_add = exp; 1687 exp_to_add = exp;
1877 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1878 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1879 exp_to_add = limit; 1690 exp_to_add = limit;
1880 1691
1881 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1882 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1888 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1889 } 1700 }
1890} 1701}
1891 1702
1892/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1893 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1894 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1895 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1896 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1897 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1898 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1899 */ 1710 */
1900sint64 1711static sint64
1901check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1902{ 1713{
1903 sint64 del_exp; 1714 sint64 del_exp;
1904 1715
1905 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1906 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1907 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1908 { 1720 {
1909 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1910 if (del_exp < 0) 1723 if (del_exp < 0)
1911 del_exp = 0; 1724 del_exp = 0;
1725
1912 if (exp > del_exp) 1726 if (exp > del_exp)
1913 exp = del_exp; 1727 exp = del_exp;
1914 } 1728 }
1729
1915 return exp; 1730 return exp;
1916} 1731}
1917 1732
1918sint64 1733sint64
1919check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1920{ 1735{
1921 if (exp < 0) 1736 if (exp < 0)
1922 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1923 else 1738 else
1924 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1925} 1740}
1926
1927 1741
1928/* Subtracts experience from player. 1742/* Subtracts experience from player.
1929 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1930 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1931 * this subtracts a portion from all 1745 * this subtracts a portion from all
1936 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1937 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1938 * a postive number. 1752 * a postive number.
1939 */ 1753 */
1940static void 1754static void
1941subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1942{ 1756{
1943 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1944 object *tmp; 1758 object *tmp;
1945 sint64 del_exp; 1759 sint64 del_exp;
1946 1760
1947 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1948 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1949 { 1763 {
1950 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1951 { 1765 {
1952 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1953 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1954 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1955 } 1769 }
1956 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1771 {
1958 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1959 * to match a specific skill. 1773 * to match a specific skill.
1960 */ 1774 */
1961 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1962 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1963 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1964 } 1778 }
1965 } 1779 }
1966 1780
1980 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1981 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1982 * these last two values are only used for players. 1796 * these last two values are only used for players.
1983 */ 1797 */
1984void 1798void
1985change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1986{ 1800{
1987#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1988 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1989#endif 1803#endif
1990 1804
2007 * worth. 1821 * worth.
2008 */ 1822 */
2009 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
2010 { 1824 {
2011 /* Sanity check */ 1825 /* Sanity check */
2012 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
2013 return; 1827 return;
2014 1828
2015 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
2016 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2017 * more than max exp, just return. 1831 * more than max exp, just return.
2043 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
2044 */ 1858 */
2045void 1859void
2046apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
2047{ 1861{
2048 object *tmp;
2049 sint64 loss; 1862 sint64 loss;
2050 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2051 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2052 1865
2053 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
2055 { 1868 {
2056
2057 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2058 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2059 1871
2060 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2061 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2062 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2063 * tables is a lot harder. 1875 * tables is a lot harder.
2064 */ 1876 */
2065 if (level_loss < 0) 1877 if (level_loss < 0)
2066 level_loss = 0; 1878 level_loss = 0;
2067 1879
2068 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2069 1881
2070 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2071 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2072 } 1884 }
2073 1885
2074 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2075 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
2076 if (level_loss < 0) 1889 if (level_loss < 0)
2077 level_loss = 0; 1890 level_loss = 0;
1891
2078 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2079 1893
2080 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2081 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2082} 1896}
2083 1897

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