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Comparing deliantra/server/common/living.C (file contents):
Revision 1.48 by root, Fri May 11 19:41:05 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.
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 nstat = 20 + get_attr_value (&op->arch->clone.stats, j); 316 nstat = 20 + op->arch->stats.stat (j);
405 317
406 if (nstat != ostat) 318 if (nstat != ostat)
407 { 319 {
408 set_attr_value (&op->contr->orig_stats, j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 321 potion_max = 0;
410 } 322 }
411 else if (i) 323 else if (i)
412 { 324 {
413 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
417 329
418 /* 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
419 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway. 332 * recalculates this anyway.
421 */ 333 */
422 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
423 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));
424 336
425 check_stat_bounds (&op->stats); 337 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */ 338 } /* end of potion handling code */
427 } 339 }
428 340
429 /* 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
430 * everything to set 342 * everything to set
431 */ 343 */
432 if (flag == -1) 344 if (flag == -1)
433 { 345 {
434 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
440 */ 352 */
441 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
442 } 354 }
443 355
444 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
445 * 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
446 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
447 */ 359 */
448 op->update_stats (); 360 op->update_stats ();
449 361
450 /* 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
451 * print out message if this is a bow. 363 * print out message if this is a bow.
452 */ 364 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 { 366 {
455 success = 1; 367 success = 1;
456 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.");
457 } 369 }
458 370
459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
460 { 372 {
461 success = 1; 373 success = 1;
462 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.");
463 } 375 }
464 376
465 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])
466 { 378 {
467 success = 1; 379 success = 1;
468 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.");
469 } 381 }
470 382
471 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])
472 { 384 {
473 success = 1; 385 success = 1;
474 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.");
475 } 387 }
476 388
478 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
479 * 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
480 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
481 * from fly high) 393 * from fly high)
482 */ 394 */
483 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
484 { 396 {
485 success = 1; 397 success = 1;
486 398
487 /* 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
488 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
489 */ 401 */
490 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))
491 { 403 {
492 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.");
493 } 405 }
494 406
495 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
496 { 408 {
497 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land 410 * in that case, you don't actually land
499 */ 411 */
500 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
502 } 414 }
503 415
504 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
505 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");
506
507 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op);
509 } 418 }
510 419
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 421 * originally undead may change their status
513 */ 422 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 425 {
517 success = 1; 426 success = 1;
518 if (flag > 0) 427 if (flag > 0)
519 { 428 {
520 op->race = "undead"; 429 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 431 }
523 else 432 else
524 { 433 {
525 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 436 }
528 } 437 }
529 438
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 440 {
532 success = 1; 441 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 443 }
535 444
536 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])
537 { 446 {
538 success = 1; 447 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 449 }
541 450
542 /* 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
543 * vision 452 * vision
544 */ 453 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
546 { 455 {
547 success = 1; 456 success = 1;
548 if (flag > 0) 457 if (flag > 0)
549 { 458 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
551 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.");
552 else 461 else
553 { 462 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
556 if (op->type == PLAYER) 465 if (op->type == PLAYER)
557 op->contr->do_los = 1; 466 op->contr->do_los = 1;
558 } 467 }
559 } 468 }
560 else 469 else
561 { 470 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
563 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.");
564 else 473 else
565 { 474 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
568 if (op->type == PLAYER) 477 if (op->type == PLAYER)
569 op->contr->do_los = 1; 478 op->contr->do_los = 1;
570 } 479 }
571 } 480 }
572 } 481 }
573 482
574 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])
575 { 484 {
576 success = 1; 485 success = 1;
577 if (op->type == PLAYER) 486 if (op->type == PLAYER)
578 op->contr->do_los = 1; 487 op->contr->do_los = 1;
579 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.");
580 } 489 }
581 490
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 492 {
584 success = 1; 493 success = 1;
585 if (flag > 0) 494 if (flag > 0)
586 { 495 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
588 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.");
589 else 498 else
590 { 499 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 501 if (op->type == PLAYER)
593 op->contr->do_los = 1; 502 op->contr->do_los = 1;
594 } 503 }
595 } 504 }
596 else 505 else
597 { 506 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
599 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.");
600 else 509 else
601 { 510 {
602 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.");
603 if (op->type == PLAYER) 512 if (op->type == PLAYER)
610 { 519 {
611 success = 1; 520 success = 1;
612 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.");
613 } 522 }
614 523
524 if (digest_types [tmp->type])
525 {
615 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
616 { 527 {
617 success = 1; 528 success = 1;
618 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!");
619 } 530 }
620 531
621 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
622 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
623 success = 1; 535 success = 1;
624 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.");
625 } 537 }
626 538
627 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
628 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
629 { 541 {
630 success = 1; 542 success = 1;
631 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.");
632 } 544 }
633 545
634 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
635 { 547 {
636 success = 1; 548 success = 1;
637 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 }
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 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]);
651 else 565 else
652 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]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
684object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
685{ 595{
686 object *tmp; 596 object *tmp;
687 archetype *at; 597 archetype *at;
688 598
689 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
690 if (!at) 600 if (!at)
691 { 601 {
692 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
693 return; 603 return;
694 } 604 }
696 { 606 {
697 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
698 608
699 if (!tmp) 609 if (!tmp)
700 { 610 {
701 tmp = arch_to_object (at); 611 tmp = at->instance ();
702 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
703 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
704 } 614 }
705 } 615 }
706 616
707 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
708 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
714 * via an applied bad_luck object. 624 * via an applied bad_luck object.
715 */ 625 */
716void 626void
717object::change_luck (int value) 627object::change_luck (int value)
718{ 628{
719 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
720 if (!at) 630 if (!at)
721 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
722 else 632 else
723 { 633 {
724 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
726 if (!tmp) 636 if (!tmp)
727 { 637 {
728 if (!value) 638 if (!value)
729 return; 639 return;
730 640
731 tmp = arch_to_object (at); 641 tmp = at->instance ();
732 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
733 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
734 } 644 }
735 645
736 if (value) 646 if (value)
737 { 647 {
738 /* 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
770 * 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.
771 */ 681 */
772void 682void
773object::remove_statbonus () 683object::remove_statbonus ()
774{ 684{
775 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Dex -= arch->clone.stats.Dex; 686 {
777 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
778 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
779 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
780 stats.Cha -= arch->clone.stats.Cha; 690 }
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790} 691}
791 692
792/* 693/*
793 * 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.
794 */ 695 */
795void 696void
796object::add_statbonus () 697object::add_statbonus ()
797{ 698{
798 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Dex += arch->clone.stats.Dex; 700 {
800 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
801 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
802 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
803 stats.Cha += arch->clone.stats.Cha; 704 }
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813} 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;
814 720
815/* 721/*
816 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
818 * 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.
823 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
824 */ 730 */
825void 731void
826object::update_stats () 732object::update_stats ()
827{ 733{
828 int i, j;
829 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;
830 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
834 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
835 744
836 /* 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 */
837 if (type == PLAYER) 746 if (type == PLAYER)
838 { 747 {
748 contr->delayed_update = false;
749
839 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
841 752
842 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0; 754 contr->encumbrance = 0;
844 755
845 attacktype = 0; 756 attacktype = 0;
855 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
856 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
857 768
858 slaying = 0; 769 slaying = 0;
859 770
860 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
861 {
862 CLEAR_FLAG (this, FLAG_XRAYS);
863 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
864 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
865 776
866 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
867 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
868 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
869 780
870 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);
871 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);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
873 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);
874 785
875 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
876 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
877 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
878 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
879 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
880
881 chosen_skill = 0;
882 791
883 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
884 * archetype clone 793 * archetype clone
885 */ 794 */
886 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
887 796
888 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
889 { 798 {
890 if (resist[i] > 0) 799 if (resist[i] > 0)
891 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
892 else 801 else
893 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
894 803
895 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
896 } 805 }
897 806
898 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
899 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
900 809
901 /* 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,
902 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
903 * 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 -
904 * 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,
905 * 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
906 * that their protection from physical goes down 815 * that their protection from physical goes down
907 */ 816 */
908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
909 { 818 {
910 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
911 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;
912 } 821 }
913 else 822 else
914 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
915 824
916 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
917 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
918 829
919 /* 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.
920 * 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.
921 */ 832 */
922 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
923 { 834 {
924 /* See note in map.c:update_position about making this additive
925 * since light sources are never applied, need to put check here.
926 */
927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
929
930 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
931 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
932 * then calls this function. 837 * then calls this function.
933 */ 838 */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
935 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
936 843
937 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
938 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
939 { 846 {
940 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
953 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp; 861 grace_obj = tmp;
955 } 862 }
956 } 863 }
957 864
958 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
959 * objects need to make adjustments. 866 * objects need to make adjustments.
960 * This block should handle all player specific changes 867 * This block should handle all player specific changes
961 * 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
962 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
964 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
965 * up, etc. 872 * up, etc.
966 */ 873 */
967 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 874 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
970 || (tmp->type == SKILL 877 && tmp->type != SPELL)
971 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
972 { 879 {
973 if (type == PLAYER) 880 if (type == PLAYER)
974 { 881 {
975 if ((tmp->type == WEAPON || tmp->type == BOW) 882 contr->item_power += tmp->item_power;
976 && tmp != current_weapon)
977 continue;
978 883
979 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 885 stat_sum [i] += tmp->stats.stat (i);
981 886
982 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
983 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array.
985 */
986 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
987 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
988 (tmp->type == SHIELD) || (tmp->type == RING) ||
989 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
990 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
991 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
992 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
993 (tmp->type == SKILL))
994 { 888 {
995 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
996 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
997 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
998 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
999 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1000 contr->item_power += tmp->item_power;
1001 } 895 }
1002 } /* if this is a player */ 896 } /* if this is a player */
1003 else 897 else
1004 { 898 {
1005 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
1006 current_weapon = tmp; 900 current_weapon = tmp;
1007 } 901 }
1008 902
1009 /* Update slots used for items */ 903 /* Update slots used for items */
1010 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
1013 907
1014 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1015 {
1016 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1017 910
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 915 */
1027 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
1028 {
1029 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
1030 {
1031 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero.
1033 */
1034 if (tmp->type == POTION_EFFECT)
1035 {
1036 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038 else
1039 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
1040 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
1041 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
1043 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
1045 }
1046 }
1047 925
1048 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 { 928 {
1052 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned; 930 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 931 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
1058 } 935 }
1059 936
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 938
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1069 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
1070 941
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1072 { 944 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1074 invisible = 1; 946 invisible = 1;
1075 } 947 }
1076 948
1077 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 950 {
1085 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1086 } 958 }
1087 959
1088 switch (tmp->type) 960 switch (tmp->type)
1089 { 961 {
1090#if 0
1091 case WAND:
1092 case ROD: 962 case SKILL:
1093 case HORN: 963 {
1094 if (type != PLAYER || current_weapon == tmp) 964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1095 chosen_skill = tmp; 978 chosen_skill = tmp;
1096 break;
1097#endif
1098 979
1099 /* skills modifying the character -b.t. */
1100 /* for all skills and skill granting objects */
1101 case SKILL:
1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1103 break;
1104
1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1108 if (chosen_skill)
1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1110
1111 chosen_skill = tmp;
1112
1113 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1114 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1116 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1117 984
1118 if (weapon_speed < 0)
1119 weapon_speed = 0;
1120
1121 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1123 987
1124 if (tmp->magic) 988 if (tmp->magic)
1125 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1126 } 990 }
1127 991
1128 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic; 993 wc -= tmp->stats.wc + tmp->magic;
1130 994
1131 if (tmp->slaying) 995 if (tmp->slaying)
1132 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1133 997
1134 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1136 1000
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1139
1140 break; 1003 }
1141 1004
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break; 1005 break;
1148 1006
1149 case SHIELD: 1007 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1152 case RING: 1011 case RING:
1153 case AMULET: 1012 case AMULET:
1154 case GIRDLE: 1013 case GIRDLE:
1155 case HELMET: 1014 case HELMET:
1156 case BOOTS: 1015 case BOOTS:
1165 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1166 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1167 1026
1168 break; 1027 break;
1169 1028
1029 case RANGED:
1170 case BOW: 1030 case BOW:
1171 case WEAPON: 1031 case WEAPON:
1172 if (type != PLAYER || current_weapon == tmp)
1173 {
1174 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1175 1033
1176 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1177 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1178 1036
1179 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1180 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1181 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1182 1040
1183 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1184 weapon_speed = 0; 1042 weapon_speed = 0;
1185 1043
1186 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1187 1045
1188 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1189 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1190 * go. 1048 * go.
1191 */ 1049 */
1192 1050
1193 if (type == PLAYER) 1051 if (type == PLAYER)
1194 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1195 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1196 }
1197 1054
1198 break; 1055 break;
1199 1056
1200 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1201 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1202 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1203 1060
1204 case BRACERS: 1061 case BRACERS:
1205 case FORCE: 1062 case FORCE:
1206 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1207 { 1064 {
1224 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1225 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1226 } 1083 }
1227 1084
1228 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1230 1087
1231 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1233 1090
1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1235 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1236 1093
1237 break; 1094 break;
1238 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1239 } /* item is equipped */ 1096 } /* item is equipped */
1240 } /* for loop of items */ 1097 } /* for loop of items */
1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1241 1100
1242 /* 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
1243 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1244 */ 1103 */
1245 1104
1247 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1248 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1249 * 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
1250 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1251 */ 1110 */
1252 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1253 { 1112 {
1254 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1255 1114
1256 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]))
1257 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1258 } 1118 }
1259 1119
1260 /* Figure out the players sp/mana/hp totals. */
1261 if (type == PLAYER) 1120 if (type == PLAYER)
1262 { 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. */
1263 int pl_level; 1131 int pl_level;
1264 1132
1265 check_stat_bounds (&(stats));
1266 pl_level = level;
1267
1268 if (pl_level < 1)
1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1270 1134
1271 /* 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,
1272 * 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.
1273 */ 1137 */
1274 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++)
1275 { 1140 {
1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277 1142
1278 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1279 {
1280 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1281 j++; 1145 j++;
1282 else 1146 else
1283 j--; 1147 j--;
1284 }
1285 1148
1286 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 */
1287 } 1150 }
1288 1151
1289 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1290 stats.maxhp += 2;
1291 1153
1292 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1293 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1294 1156
1295 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1308 1170
1309 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1310 stats.maxsp = 1; 1172 stats.maxsp = 1;
1311 else 1173 else
1312 { 1174 {
1313 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1314 1176
1315 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1316 { 1178 {
1317 float stmp; 1179 float stmp;
1318 1180
1319 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1320 if (i < 2) 1182 if (i < 2)
1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1322 else 1184 else
1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1324 1186
1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1328 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1329 } 1188 }
1330 1189
1331 stats.maxsp = (sint16)sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1332
1333 for (i = 11; i <= mana_obj->level; i++)
1334 stats.maxsp += 2;
1335 } 1191 }
1192
1336 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1337 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1338 stats.sp = stats.maxsp * 2;
1339 1195
1340 /* 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 */
1341 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this; 1198 grace_obj = this;
1343 1199
1348 /* 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
1349 * 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
1350 * 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
1351 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1352 */ 1208 */
1353 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1354 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++)
1355 { 1212 {
1356 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1357 1214
1358 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1359 if (i < 2) 1216 if (i < 2)
1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1361 else 1218 else
1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1363 1220
1364 if (grace_tmp < 1.f)
1365 grace_tmp = 1.f;
1366
1367 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1368 } 1222 }
1369 1223
1370 stats.maxgrace = (sint16)sp_tmp;
1371
1372 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1373 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1374 stats.maxgrace += 2;
1375 } 1226 }
1227
1376 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1377 1229
1378 if (contr->braced) 1230 if (contr->braced)
1379 { 1231 {
1380 ac += 2; 1232 ac += 2;
1392 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1393 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1394 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1395 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1396 */ 1248 */
1249 object *wc_obj = chosen_skill;
1397 1250
1398 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1399 { 1252 {
1400 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401 1254
1402 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1403 { 1256 {
1404 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1405 if (!(i % 6)) 1258 if (!(i % 6))
1406 wc--; 1259 wc--;
1407 1260
1408 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 } 1264 }
1412 } 1265 }
1413 else 1266 else
1420 1273
1421 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1422 1275
1423 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1424 speed -= 1; 1277 speed -= 1;
1425
1426 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype;
1428
1429 } /* End if player */ 1278 } /* End if player */
1430 1279
1431 if (added_speed >= 0) 1280 if (added_speed >= 0)
1432 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1433 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1434 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1435 1284
1436 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1437 if (speed > max) 1286 speed = min (speed, max_speed);
1438 speed = max;
1439 1287
1440 if (type == PLAYER) 1288 if (type == PLAYER)
1441 { 1289 {
1442 /* 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)
1443 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1444 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1445 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1446 */ 1294 */
1447 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1448 if (f > 0) 1296 if (f > 0.f)
1449 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1450 } 1298 }
1451 1299
1452 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1453 1302
1454 /* 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
1455 * 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.
1456 */ 1305 */
1457 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1458 1307
1459 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1460 speed = 0.01f; 1309 set_speed (speed);
1461 1310
1462 if (type == PLAYER) 1311 if (type == PLAYER)
1463 { 1312 {
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
1467 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1468 */ 1317 */
1469 float M = (max_carry[stats.Str] - 121) / 121.f; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 float M2 = max_carry[stats.Str] / 100.f; 1319 float M2 = max_carry[stats.Str] / 100.f;
1471 float W = weapon_weight / 20000.f; 1320 float W = weapon_weight / 20000.f;
1472 float s = 2 - weapon_speed / 10.f; 1321 float s = (20 - weapon_speed) / 10.f;
1473 float D = (stats.Dex - 14) / 14.f; 1322 float D = (stats.Dex - 14) / 14.f;
1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475 1324
1476 K *= (4 + level) *1.2f / (6 + level); 1325 K *= (4 + level) * 1.2f / (6 + level);
1477 1326
1478 if (K <= 0.f) 1327 if (K <= 0.01f)
1479 K = 0.01f; 1328 K = 0.01f;
1480 1329
1481 float S = speed / (K * s); 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1482
1483 contr->weapon_sp = S;
1484 } 1331 }
1485 1332
1486 /* 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: */
1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1488 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1489 1336
1490 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1491 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1492 * so its value is the same.
1493 */
1494 if (wc > 120)
1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1499 stats.wc = wc;
1500
1501 if (ac > 120)
1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1506 stats.ac = ac;
1507 1339
1508 /* 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,
1509 * give them walking as a default. 1341 * give them walking as a default.
1510 * 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
1511 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1514 if (move_type == 0) 1346 if (move_type == 0)
1515 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1518 1350
1519 if (speed != old_speed) 1351 // now apply the new move_type
1520 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1521 1354
1522 /* 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,
1523 * so we will check that now. 1356 * so we will check that now.
1524 */ 1357 */
1525 if (type == PLAYER) 1358 if (is_player ())
1526 { 1359 contr->update_spells ();
1527 esrv_update_stats (contr);
1528 esrv_update_spells (contr);
1529 }
1530 1360
1531 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1532 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1533 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1534} 1364}
1535 1365
1536/* 1366void
1537 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1538 * The function to add and remove class-bonuses to the stats doesn't
1539 * check if the stat becomes negative, thus this function
1540 * merely checks that all stats are 1 or more, and returns
1541 * false otherwise.
1542 */
1543int
1544allowed_class (const object *op)
1545{ 1368{
1546 return op->stats.Dex > 0 1369 glow_radius = rad;
1547 && op->stats.Str > 0 1370
1548 && op->stats.Con > 0 1371 if (is_on_map ())
1549 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1550 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1551 && op->stats.Pow > 0 1374 {
1552 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1553} 1380}
1554 1381
1555/* 1382/*
1556 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1557 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1558 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1559 *
1560 * Note that the title is written to 'own_title' in the
1561 * player struct. This should be changed to 'ext_title'
1562 * as soon as clients support this!
1563 * Please, anyone, write support for 'ext_title'.
1564 */ 1386 */
1565void 1387void
1566set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1567{ 1389{
1568 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1586 /* 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,
1587 or else at random */ 1409 or else at random */
1588 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)
1589 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1590 1412
1591 level = (int) (level / 5.);
1592
1593 /* now set the new title */ 1413 /* now set the new title */
1594 if (pl->contr != NULL)
1595 {
1596 if (level == 0)
1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1598 else if (level == 1)
1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1600 else if (level == 2)
1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1602 else if (level == 3)
1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1604 else 1418 else
1605 { 1419 {
1606 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1611 else
1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1613 }
1614 } 1424 }
1615 1425
1616 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1617} 1427}
1618 1428
1619/* 1429/*
1620 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1621 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1622 * or change the ability-focus. 1432 * or change the ability-focus.
1623 */ 1433 */
1624void 1434static void
1625dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1626{ 1436{
1627 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1628 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1629 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1630 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1631 1441
1632 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1636 for (tmp = who->inv; tmp; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1637 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1638 if (tmp->arch->name == dragon_ability_force) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1639 abil = tmp; 1446 abil = tmp;
1640 else if (tmp->arch->name == dragon_skin_force) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1641 skin = tmp; 1448 skin = tmp;
1642 1449
1643 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1644 if (abil == NULL) 1451 if (abil == NULL)
1645 return; 1452 return;
1688 object *skill_obj; 1495 object *skill_obj;
1689 1496
1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1691 if (!skill_obj) 1498 if (!skill_obj)
1692 { 1499 {
1693 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);
1694 return NULL; 1501 return NULL;
1695 } 1502 }
1503
1696 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1697 * still doesn't know it. 1505 * still doesn't know it.
1698 */ 1506 */
1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1700 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1701 skill_obj->level = 1; 1509 skill_obj->level = 1;
1702 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1703 1511
1704 if (op->contr) 1512 if (player *pl = op->contr)
1705 { 1513 pl->link_skills ();
1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1709 }
1710 1514
1711 return skill_obj; 1515 return skill_obj;
1712} 1516}
1713
1714 1517
1715/* 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
1716 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1717 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1718 * don't really gain levels 1521 * don't really gain levels
1721 */ 1524 */
1722void 1525void
1723player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1724{ 1527{
1725 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1726 1530
1727 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1728 op = who; 1532 op = who;
1729 1533
1730 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))
1731 { 1535 {
1536 changed = true;
1537
1732 op->level++; 1538 op->level++;
1733 1539
1734 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 ())
1735 dragon_level_gain (who); 1541 dragon_level_gain (who);
1736 1542
1737 /* 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 */
1738 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 { 1545 {
1740 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;
1741 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);
1742 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;
1743 } 1549 }
1744 1550
1745 who->update_stats ();
1746 if (op->level > 1) 1551 if (op->level > 1)
1747 { 1552 {
1748 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1749 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 }
1750 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1751 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1752 if (who) 1564 if (who)
1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 } 1566 }
1755 player_lvl_adj (who, op); /* To increase more levels */
1756 } 1567 }
1568
1757 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))
1758 { 1570 {
1571 changed = true;
1572
1759 op->level--; 1573 op->level--;
1760 who->update_stats (); 1574
1761 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1762 { 1576 {
1763 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);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 } 1579 }
1766 player_lvl_adj (who, op); /* To decrease more levels */
1767 } 1580 }
1768 1581
1769 /* check if the spell data has changed */ 1582 if (changed)
1770 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1771 esrv_update_spells (who->contr);
1772} 1584}
1773 1585
1774/* 1586/*
1775 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1776 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1777 */ 1589 */
1778 1590
1779sint64 1591sint64
1780level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1781{ 1593{
1782 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1783 return (sint64) (expmul * levels[settings.max_level]);
1784
1785 return (sint64) (expmul * levels[level]);
1786} 1595}
1787 1596
1788/* 1597/*
1789 * 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.
1790 * 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
1818 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1819 * total, but not any particular skill. 1628 * total, but not any particular skill.
1820 * 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:
1821 */ 1630 */
1822static void 1631static void
1823add_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)
1824{ 1633{
1825 object *skill_obj = NULL; 1634 object *skill_obj;
1826 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1827 int i;
1828 1636
1829 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1830 if (op->contr->braced) 1638 if (op->contr->braced)
1831 exp /= 5; 1639 exp /= 5;
1832 1640
1833 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1834 * 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
1835 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1836 * the players inventory. 1644 * the players inventory.
1837 */ 1645 */
1646 skill_obj = 0;
1647
1838 if (skill_name) 1648 if (skill_name)
1839 { 1649 {
1840 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);
1841 skill_obj = op->chosen_skill;
1842 else
1843 {
1844 for (i = 0; i < NUM_SKILLS; i++)
1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1846 {
1847 skill_obj = op->contr->last_skill_ob[i];
1848 break;
1849 }
1850 1651
1851 /* 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
1852 * it to the player if necessary 1653 * it to the player if necessary
1853 */ 1654 */
1854 if (!skill_obj) 1655 if (!skill_obj)
1855 { 1656 {
1856 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1857 return; 1658 return;
1659
1858 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1859 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1860 }
1861 } 1662 }
1862 } 1663 }
1863 1664
1864 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1865 { 1666 {
1866 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1867 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1868 */ 1669 */
1869 exp_to_add = exp; 1670 exp_to_add = exp;
1870 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1871 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1872 exp_to_add = limit; 1673 exp_to_add = limit;
1873 1674
1874 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)));
1875 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1882 } 1683 }
1883 1684
1884 if (skill_obj) 1685 if (skill_obj)
1885 { 1686 {
1886 exp_to_add = exp; 1687 exp_to_add = exp;
1887 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1888 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1889 exp_to_add = limit; 1690 exp_to_add = limit;
1890 1691
1891 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1892 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1898 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1899 } 1700 }
1900} 1701}
1901 1702
1902/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1903 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1904 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1905 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1906 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1907 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1908 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1909 */ 1710 */
1910sint64 1711static sint64
1911check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1912{ 1713{
1913 sint64 del_exp; 1714 sint64 del_exp;
1914 1715
1915 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1916 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1917 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1918 { 1720 {
1919 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
1920 if (del_exp < 0) 1723 if (del_exp < 0)
1921 del_exp = 0; 1724 del_exp = 0;
1725
1922 if (exp > del_exp) 1726 if (exp > del_exp)
1923 exp = del_exp; 1727 exp = del_exp;
1924 } 1728 }
1729
1925 return exp; 1730 return exp;
1926} 1731}
1927 1732
1928sint64 1733sint64
1929check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1930{ 1735{
1931 if (exp < 0) 1736 if (exp < 0)
1932 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1933 else 1738 else
1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1935} 1740}
1936
1937 1741
1938/* Subtracts experience from player. 1742/* Subtracts experience from player.
1939 * 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
1940 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1941 * this subtracts a portion from all 1745 * this subtracts a portion from all
1946 * 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.
1947 * 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
1948 * a postive number. 1752 * a postive number.
1949 */ 1753 */
1950static void 1754static void
1951subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1952{ 1756{
1953 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1954 object *tmp; 1758 object *tmp;
1955 sint64 del_exp; 1759 sint64 del_exp;
1956 1760
1957 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1958 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1959 { 1763 {
1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1961 { 1765 {
1962 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1963 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1964 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1965 } 1769 }
1966 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1967 { 1771 {
1968 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1969 * to match a specific skill. 1773 * to match a specific skill.
1970 */ 1774 */
1971 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1972 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1973 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1974 } 1778 }
1975 } 1779 }
1976 1780
1990 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1991 * 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.
1992 * these last two values are only used for players. 1796 * these last two values are only used for players.
1993 */ 1797 */
1994void 1798void
1995change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1996{ 1800{
1997#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
1998 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);
1999#endif 1803#endif
2000 1804
2017 * worth. 1821 * worth.
2018 */ 1822 */
2019 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
2020 { 1824 {
2021 /* Sanity check */ 1825 /* Sanity check */
2022 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
2023 return; 1827 return;
2024 1828
2025 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
2026 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2027 * more than max exp, just return. 1831 * more than max exp, just return.
2053 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
2054 */ 1858 */
2055void 1859void
2056apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
2057{ 1861{
2058 object *tmp;
2059 sint64 loss; 1862 sint64 loss;
2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2062 1865
2063 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2064 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
2065 { 1868 {
2066
2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2069 1871
2070 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2071 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2072 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2073 * tables is a lot harder. 1875 * tables is a lot harder.
2074 */ 1876 */
2075 if (level_loss < 0) 1877 if (level_loss < 0)
2076 level_loss = 0; 1878 level_loss = 0;
2077 1879
2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2079 1881
2080 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2081 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2082 } 1884 }
2083 1885
2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
2086 if (level_loss < 0) 1889 if (level_loss < 0)
2087 level_loss = 0; 1890 level_loss = 0;
1891
2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2089 1893
2090 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2091 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2092} 1896}
2093 1897

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