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Comparing deliantra/server/common/living.C (file contents):
Revision 1.23 by pippijn, Wed Jan 3 00:21:35 2007 UTC vs.
Revision 1.79 by root, Thu Nov 8 01:14:12 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h> 25#include <funcpoint.h>
26 26
27/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
191static const char *const drain_msg[NUM_STATS] = { 191static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 192 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 193 "You're feeling clumsy!",
194 "You feel less healthy", 194 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 195 "You suddenly begin to lose your memory!",
196 "Watch out, your mind is going!",
197 "Your spirit feels drained!",
196 "Your face gets distorted!", 198 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 199};
200const char *const restore_msg[NUM_STATS] = { 200const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 201 "You feel your strength return.",
202 "You feel your agility return.", 202 "You feel your agility return.",
203 "You feel your health return.", 203 "You feel your health return.",
204 "You feel your memory return.",
204 "You feel your wisdom return.", 205 "You feel your wisdom return.",
206 "You feel your spirits return.",
205 "You feel your charisma return.", 207 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 208};
209const char *const gain_msg[NUM_STATS] = { 209const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 210 "You feel stronger.",
211 "You feel more agile.", 211 "You feel more agile.",
212 "You feel healthy.", 212 "You feel healthy.",
213 "You feel smarter.",
213 "You feel wiser.", 214 "You feel wiser.",
215 "You feel more potent.",
214 "You seem to look better.", 216 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 217};
218const char *const lose_msg[NUM_STATS] = { 218const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 219 "You feel weaker!",
220 "You feel clumsy!", 220 "You feel clumsy!",
221 "You feel less healthy!", 221 "You feel less healthy!",
222 "You feel stupid!",
222 "You lose some of your memory!", 223 "You lose some of your memory!",
224 "You feel less potent!",
223 "You look ugly!", 225 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 226};
227 227
228const char *const statname[NUM_STATS] = { 228const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 230};
231 231
232const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 234};
235
236/*
237 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
238 * what attr is (STR to POW).
239 */
240void
241set_attr_value (living *stats, int attr, sint8 value)
242{
243 switch (attr)
244 {
245 case STR:
246 stats->Str = value;
247 break;
248 case DEX:
249 stats->Dex = value;
250 break;
251 case CON:
252 stats->Con = value;
253 break;
254 case WIS:
255 stats->Wis = value;
256 break;
257 case POW:
258 stats->Pow = value;
259 break;
260 case CHA:
261 stats->Cha = value;
262 break;
263 case INT:
264 stats->Int = value;
265 break;
266 }
267}
268 235
269/* 236/*
270 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 238 * is added to the specified stat.
272 */ 239 */
273void 240void
274change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
275{ 242{
276 if (value == 0) 243 stats->stat (attr) += value;
277 return;
278
279 switch (attr)
280 {
281 case STR:
282 stats->Str += value;
283 break;
284 case DEX:
285 stats->Dex += value;
286 break;
287 case CON:
288 stats->Con += value;
289 break;
290 case WIS:
291 stats->Wis += value;
292 break;
293 case POW:
294 stats->Pow += value;
295 break;
296 case CHA:
297 stats->Cha += value;
298 break;
299 case INT:
300 stats->Int += value;
301 break;
302 default:
303 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
304 }
305}
306
307/*
308 * returns the specified stat. See also set_attr_value().
309 */
310
311sint8
312get_attr_value (const living *stats, int attr)
313{
314 switch (attr)
315 {
316 case STR: return stats->Str;
317 case DEX: return stats->Dex;
318 case CON: return stats->Con;
319 case WIS: return stats->Wis;
320 case CHA: return stats->Cha;
321 case INT: return stats->Int;
322 case POW: return stats->Pow;
323 }
324
325 return 0;
326} 244}
327 245
328/* 246/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 248 * 1-30 stat limit.
331 */ 249 */
332
333void 250void
334check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
335{ 252{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
340 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 257 }
343} 258}
344 259
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 261
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
356/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 272 * the object.
358 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 274 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
362 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
363 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
364 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 280 * that gives them that ability.
366 */ 281 */
367int 282int
368change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
369{ 284{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
371 char message[MAX_BUF]; 286 char message[MAX_BUF];
372 int potion_max = 0; 287 int potion_max = 0;
373 288
374 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
375 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
380 if (op->type == PLAYER) 295 if (op->type == PLAYER)
381 { 296 {
382 if (tmp->type == POTION) 297 if (tmp->type == POTION)
383 { 298 {
384 potion_max = 1; 299 potion_max = 1;
385 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
386 { 301 {
387 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
388 303 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 304
392 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
394 307
395 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
396 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
398 * to allow for that. 311 * to allow for that.
399 */ 312 */
400 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 314 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 316 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 317
407 if (nstat != ostat) 318 if (nstat != ostat)
408 { 319 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 321 potion_max = 0;
411 } 322 }
412 else if (i) 323 else if (i)
413 { 324 {
414 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
418 329
419 /* 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
420 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 332 * recalculates this anyway.
422 */ 333 */
423 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
424 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));
425 336
426 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 338 } /* end of potion handling code */
428 } 339 }
429 340
430 /* 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
431 * everything to set 342 * everything to set
432 */ 343 */
433 if (flag == -1) 344 if (flag == -1)
434 { 345 {
435 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 351 * and not the other move_ fields.
441 */ 352 */
442 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
443 } 354 }
444 355
445 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
446 * 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
447 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
448 */ 359 */
449 op->update_stats (); 360 op->update_stats ();
450 361
451 /* 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
452 * print out message if this is a bow. 363 * print out message if this is a bow.
453 */ 364 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 366 {
456 success = 1; 367 success = 1;
496 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 408 {
498 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 410 * in that case, you don't actually land
500 */ 411 */
501 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
502 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 414 }
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");
506 418
507 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 420 check_move_on (op, op);
509 } 421 }
510 422
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 424 * originally undead may change their status
513 */ 425 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
516 { 428 {
517 success = 1; 429 success = 1;
518 if (flag > 0) 430 if (flag > 0)
519 { 431 {
520 op->race = "undead"; 432 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 434 }
523 else 435 else
524 { 436 {
525 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 439 }
528 } 440 }
529 441
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
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.");
638 } 550 }
639 551
640 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
642 { 554 {
643 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
645 557
646 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
655 } 567 }
656 } 568 }
657 569
658 if (!potion_max) 570 if (!potion_max)
659 { 571 {
660 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
661 { 573 {
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
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 } 579 }
672 584
673/* 585/*
674 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 588 */
677
678void 589void
679object::drain_stat () 590object::drain_stat ()
680{ 591{
681 drain_specific_stat (RANDOM () % NUM_STATS); 592 drain_specific_stat (rndm (NUM_STATS));
682} 593}
683 594
684void 595void
685object::drain_specific_stat (int deplete_stats) 596object::drain_specific_stat (int deplete_stats)
686{ 597{
754 return; 665 return;
755 666
756 /* Randomly change the players luck. Basically, we move it 667 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 668 * back neutral (if greater>0, subtract, otherwise add)
758 */ 669 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 670 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 671 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 672 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 673
763 stats.luck += diff; 674 stats.luck += diff;
764 tmp->stats.luck += diff; 675 tmp->stats.luck += diff;
771 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
772 */ 683 */
773void 684void
774object::remove_statbonus () 685object::remove_statbonus ()
775{ 686{
776 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 688 {
778 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 692 }
782 stats.Int -= arch->clone.stats.Int;
783
784 contr->orig_stats.Str -= arch->clone.stats.Str;
785 contr->orig_stats.Dex -= arch->clone.stats.Dex;
786 contr->orig_stats.Con -= arch->clone.stats.Con;
787 contr->orig_stats.Wis -= arch->clone.stats.Wis;
788 contr->orig_stats.Pow -= arch->clone.stats.Pow;
789 contr->orig_stats.Cha -= arch->clone.stats.Cha;
790 contr->orig_stats.Int -= arch->clone.stats.Int;
791} 693}
792 694
793/* 695/*
794 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
795 */ 697 */
796void 698void
797object::add_statbonus () 699object::add_statbonus ()
798{ 700{
799 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 702 {
801 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 706 }
805 stats.Int += arch->clone.stats.Int;
806
807 contr->orig_stats.Str += arch->clone.stats.Str;
808 contr->orig_stats.Dex += arch->clone.stats.Dex;
809 contr->orig_stats.Con += arch->clone.stats.Con;
810 contr->orig_stats.Wis += arch->clone.stats.Wis;
811 contr->orig_stats.Pow += arch->clone.stats.Pow;
812 contr->orig_stats.Cha += arch->clone.stats.Cha;
813 contr->orig_stats.Int += arch->clone.stats.Int;
814} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
815 748
816/* 749/*
817 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
822 */ 755 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
826 */ 758 */
827
828void 759void
829object::update_stats () 760object::update_stats ()
830{ 761{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
837 769
838 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 771 if (type == PLAYER)
840 { 772 {
841 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
843 775
844 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 777 contr->encumbrance = 0;
846 778
847 attacktype = 0; 779 attacktype = 0;
780
848 contr->digestion = 0; 781 contr->digestion = 0;
849 contr->gen_hp = 0; 782 contr->gen_hp = 0;
850 contr->gen_sp = 0; 783 contr->gen_sp = 0;
851 contr->gen_grace = 0; 784 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 786 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = NULL;
861 contr->ranges[range_misc] = NULL;
862 contr->ranges[range_skill] = NULL;
863 } 787 }
864 788
865 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
866 791
867 slaying = 0; 792 slaying = 0;
868 793
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 795 {
874 799
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
878 803
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 808
884 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
814
889 chosen_skill = NULL; 815 chosen_skill = 0;
890 816
891 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
892 * archetype clone 818 * archetype clone
893 */ 819 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
895 821
896 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
897 { 823 {
898 if (resist[i] > 0) 824 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
900 else 826 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
902 potion_resist[i] = 0; 829 potion_resist[i] = 0;
903 } 830 }
904 831
905 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
907 834
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 840 * that their protection from physical goes down
914 */ 841 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 843 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 846 }
920 else 847 else
921 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
922 849
923 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 851 speed = arch->speed;
925 852
926 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
928 */ 855 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
931 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
932 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
934 */ 867 */
935 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
937
938 /* This happens because apply_potion calls change_abil with the potion
939 * applied so we can tell the player what chagned. But change_abil
940 * then calls this function.
941 */
942 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
943 continue;
944 870
945 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
947 { 873 {
948 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
970 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
971 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
972 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
973 * up, etc. 899 * up, etc.
974 */ 900 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
977 { 906 {
978 if (type == PLAYER) 907 if (type == PLAYER)
979 { 908 {
980 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 910
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
984 contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
985 917
986 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
988 920
989 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
990 * spell point recovery and mana point recovery. Seems sort of an arbitary
991 * list, but other items store other info into stats array.
992 */
993 if ((tmp->type == WEAPON) ||
994 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
995 (tmp->type == SHIELD) || (tmp->type == RING) ||
996 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
997 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
998 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
999 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1000 (tmp->type == SKILL))
1001 { 922 {
1002 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 928 }
1009 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1010 935
1011 /* Update slots used for items */ 936 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1015 940
1016 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.0;
1019 if (speed_reduce_from_disease == 0)
1020 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
1021 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1022 944
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 949 */
1028 if (tmp->type != POTION) 950 if (tmp->type != POTION)
1029 { 951 {
1030 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
1031 { 953 {
1032 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 956 */
1035 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
1036 { 958 {
1037 if (potion_resist[i]) 959 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1039 else 961 else
1040 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
1041 } 963 }
1042 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 966 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 968 }
1047 } 969 }
1048 970
1049 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
973 {
1051 attacktype |= tmp->attacktype; 974 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
978 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 980 }
1058 981
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
1060 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1061 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1062 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1063 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1064 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1065 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1066 983
1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1068 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
1069 986
1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071 { 988 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
1075 992
1076 if (tmp->stats.exp && tmp->type != SKILL) 993 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 994 {
1078 if (tmp->stats.exp > 0) 995 if (tmp->stats.exp > 0)
1079 { 996 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 997 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 999 }
1083 else 1000 else
1084 added_speed += (float) tmp->stats.exp; 1001 added_speed += tmp->stats.exp;
1085 } 1002 }
1086 1003
1087 switch (tmp->type) 1004 switch (tmp->type)
1088 { 1005 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1089 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1091 case SKILL: 1017 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1093 break; 1020 break;
1094 1021
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1100 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1101 chosen_skill = tmp; 1032 chosen_skill = tmp;
1102 1033
1103 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1107 1038
1108 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1109 weapon_speed = 0; 1040 weapon_speed = 0;
1110 1041
1111 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 1044
1114 if (tmp->magic) 1045 if (tmp->magic)
1115 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1116 } 1047 }
1117 1048
1118 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1050 wc -= tmp->stats.wc + tmp->magic;
1120 1051
1121 if (tmp->slaying != NULL) 1052 if (tmp->slaying)
1122 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1123 1054
1124 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1056 ac -= tmp->stats.ac + tmp->magic;
1126 1057
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1060 }
1134 1061
1135 case SKILL_TOOL:
1136 if (chosen_skill)
1137 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1138
1139 chosen_skill = tmp;
1140
1141 if (type == PLAYER)
1142 contr->ranges[range_skill] = this;
1143 break; 1062 break;
1144 1063
1145 case SHIELD: 1064 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1070 case HELMET:
1152 case BOOTS: 1071 case BOOTS:
1153 case GLOVES: 1072 case GLOVES:
1154 case CLOAK: 1073 case CLOAK:
1155 if (tmp->stats.wc) 1074 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1157 1076
1158 if (tmp->stats.dam) 1077 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1078 stats.dam += tmp->stats.dam + tmp->magic;
1160 1079
1161 if (tmp->stats.ac) 1080 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1081 ac -= tmp->stats.ac + tmp->magic;
1163 1082
1164 break; 1083 break;
1165 1084
1085 case BOW:
1166 case WEAPON: 1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1168 1090
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1171 1093
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1094 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1095 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1097
1176 if (weapon_speed < 0) 1098 if (weapon_speed < 0)
1177 weapon_speed = 0; 1099 weapon_speed = 0;
1178 1100
1179 slaying = tmp->slaying; 1101 slaying = tmp->slaying;
1102
1180 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1182 * go. 1105 * go.
1183 */ 1106 */
1184 current_weapon = tmp; 1107
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1108 if (type == PLAYER)
1109 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1110 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1187 1112
1188 break; 1113 break;
1189 1114
1190 case ARMOUR: /* Only the best of these three are used: */ 1115 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1117 contr->encumbrance += tmp->weight / 1000;
1193 1118
1194 case BRACERS: 1119 case BRACERS:
1195 case FORCE: 1120 case FORCE:
1196 if (tmp->stats.wc) 1121 if (tmp->stats.wc)
1197 { 1122 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1220 1145
1221 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1223 1148
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1149 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1151
1227 break; 1152 break;
1228 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1229 } /* item is equipped */ 1154 } /* item is equipped */
1230 } /* for loop of items */ 1155 } /* for loop of items */
1237 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1166 */
1242 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1168 {
1244 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1245 1170
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1248 } 1173 }
1249 1174
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1175 if (type == PLAYER)
1252 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1184 int pl_level;
1254 1185
1255 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1256 pl_level = level; 1187 pl_level = level;
1257 1188
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1191
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1194 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1197 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1199
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1271 j++; 1202 j++;
1272 else 1203 else
1273 j--; 1204 j--;
1274 }
1275 1205
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1207 }
1278 1208
1279 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1210
1282 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1284 1213
1285 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1298 1227
1299 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1229 stats.maxsp = 1;
1301 else 1230 else
1302 { 1231 {
1303 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1304 1233
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1235 {
1307 float stmp; 1236 float stmp;
1308 1237
1309 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1310 if (i < 2) 1239 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1241 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1243
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1319 } 1245 }
1320 1246
1321 stats.maxsp = (int) sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 } 1248 }
1249
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1252
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1255 grace_obj = this;
1333 1256
1338 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1265 */
1343 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1269 {
1346 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1347 1271
1348 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1349 if (i < 2) 1273 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1275 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1277
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1360 } 1279 }
1361 1280
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1283 }
1284
1368 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1369 1286
1370 if (contr->braced) 1287 if (contr->braced)
1371 { 1288 {
1372 ac += 2; 1289 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1388 */ 1305 */
1306 object *wc_obj = chosen_skill;
1389 1307
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1309 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1393 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1394 { 1313 {
1395 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1315 if (!(i % 6))
1397 wc--; 1316 wc--;
1317
1398 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1321 }
1402 } 1322 }
1403 else 1323 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1405 1325
1406 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1407 1327
1408 if (stats.dam < 1) 1328 if (stats.dam < 1)
1409 stats.dam = 1; 1329 stats.dam = 1;
1410 1330
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1412 1332
1413 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1334 speed -= 1;
1415 1335
1416 if (attacktype == 0) 1336 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1418
1419 } /* End if player */ 1338 } /* End if player */
1420 1339
1421 if (added_speed >= 0) 1340 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1341 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1343 speed /= 1.f - added_speed;
1425 1344
1426 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1427 if (speed > max) 1346 speed = min (speed, max_speed);
1428 speed = max;
1429 1347
1430 if (type == PLAYER) 1348 if (type == PLAYER)
1431 { 1349 {
1432 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1433 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1436 */ 1354 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1356 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1358 }
1441 1359
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1443 1362
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* Put a lower limit on speed. Note with this speed, you move once every
1445 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1365 */
1447 speed = speed * speed_reduce_from_disease;
1448
1449 if (speed < 0.01 && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1450 speed = 0.01; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1451 1371
1452 if (type == PLAYER) 1372 if (type == PLAYER)
1453 { 1373 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1376 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1377 * that would just be a real pain to read.
1460 */ 1378 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1379 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1380 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1381 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1382 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1383 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1384 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1385
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1386 K *= (4 + level) * 1.2f / (6 + level);
1387
1468 if (K <= 0) 1388 if (K <= 0.01f)
1469 K = 0.01; 1389 K = 0.01f;
1470 S = speed / (K * s); 1390
1471 contr->weapon_sp = S; 1391 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1392 }
1473 1393
1474 /* I want to limit the power of small monsters with big weapons: */ 1394 /* I want to limit the power of small monsters with big weapons: */
1475 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1395 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1396 stats.dam = arch->stats.dam * 3;
1477 1397
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1398 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1399 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1480 * so its value is the same.
1481 */
1482 if (wc > 120)
1483 wc = 120;
1484 else if (wc < -120)
1485 wc = -120;
1486
1487 stats.wc = wc;
1488
1489 if (ac > 120)
1490 ac = 120;
1491 else if (ac < -120)
1492 ac = -120;
1493
1494 stats.ac = ac;
1495 1400
1496 /* if for some reason the creature doesn't have any move type, 1401 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1402 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1403 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1404 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1407 if (move_type == 0)
1503 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1506 1411
1507 set_speed (speed);
1508
1509 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1413 * so we will check that now.
1511 */ 1414 */
1512 if (type == PLAYER) 1415 if (type == PLAYER)
1513 { 1416 {
1514 esrv_update_stats (contr); 1417 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1418 esrv_update_spells (contr);
1516 } 1419 }
1420
1421 // update the mapspace, if we are on a map
1422 if (!flag [FLAG_REMOVED] && map)
1423 map->at (x, y).flags_ = 0;
1517} 1424}
1518 1425
1519/* 1426/*
1520 * Returns true if the given player is a legal class. 1427 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1428 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1431 * false otherwise.
1525 */ 1432 */
1526int 1433int
1527allowed_class (const object *op) 1434allowed_class (const object *op)
1528{ 1435{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1436 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1531} 1443}
1532 1444
1533/* 1445/*
1534 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1567 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1568 1480
1569 level = (int) (level / 5.); 1481 level = (int) (level / 5.);
1570 1482
1571 /* now set the new title */ 1483 /* now set the new title */
1572 if (pl->contr != NULL) 1484 if (pl->contr)
1573 { 1485 {
1574 if (level == 0) 1486 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576 else if (level == 1) 1488 else if (level == 1)
1577 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1606 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1521
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1614 { 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1526 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1528 skin = tmp;
1619 } 1529
1620 }
1621 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1531 if (abil == NULL)
1623 return; 1532 return;
1624 1533
1625 /* The ability_force keeps track of maximum level ever achieved. 1534 /* The ability_force keeps track of maximum level ever achieved.
1669 if (!skill_obj) 1578 if (!skill_obj)
1670 { 1579 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1672 return NULL; 1581 return NULL;
1673 } 1582 }
1583
1674 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1585 * still doesn't know it.
1676 */ 1586 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1589 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1681 if (op->contr) 1591
1592 if (player *pl = op->contr)
1682 { 1593 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1595 if (pl->ns)
1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1597 }
1598
1686 return skill_obj; 1599 return skill_obj;
1687} 1600}
1688
1689 1601
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1605 * don't really gain levels
1696 */ 1608 */
1697void 1609void
1698player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1699{ 1611{
1700 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1701 1614
1702 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1703 op = who; 1616 op = who;
1704 1617
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1619 {
1620 changed = true;
1621
1707 op->level++; 1622 op->level++;
1708 1623
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1710 dragon_level_gain (who); 1625 dragon_level_gain (who);
1711 1626
1712 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1629 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1716 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1717 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1633 }
1719 1634
1720 who->update_stats ();
1721 if (op->level > 1) 1635 if (op->level > 1)
1722 { 1636 {
1723 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1725 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1727 if (who) 1648 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1650 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1651 }
1652
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1654 {
1655 changed = true;
1656
1734 op->level--; 1657 op->level--;
1735 who->update_stats (); 1658
1736 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1737 { 1660 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1739 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1663 }
1741 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1742 } 1667 {
1743 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1744 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1745 esrv_update_stats (who->contr);
1746 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1747} 1673}
1748 1674
1749/* 1675/*
1750 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1754sint64 1680sint64
1755level_exp (int level, double expmul) 1681level_exp (int level, double expmul)
1756{ 1682{
1757 if (level > settings.max_level) 1683 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1759 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1760} 1687}
1761 1688
1762/* 1689/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1690 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1801 int i; 1728 int i;
1802 1729
1803 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1731 if (op->contr->braced)
1805 exp = exp / 5; 1732 exp /= 5;
1806 1733
1807 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1737 * the players inventory.
1811 */ 1738 */
1812 if (skill_name) 1739 if (skill_name)
1813 { 1740 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1945 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1872 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1873 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1874 player_lvl_adj (op, tmp);
1948 } 1875 }
1949 } 1876 }
1877
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1878 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1879 {
1952 del_exp = check_exp_loss (op, exp); 1880 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1881 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1882 player_lvl_adj (op, NULL);
1955 } 1883 }
1956} 1884}
1957
1958
1959 1885
1960/* change_exp() - changes experience to a player/monster. This 1886/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1887 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1888 *
1963 * The exp passed is typically not modified much by this function - 1889 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1890 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1891 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1892 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1893 * these last two values are only used for players.
1968 */ 1894 */
1969
1970void 1895void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1896change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1897{
1973
1974#ifdef EXP_DEBUG 1898#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1900#endif
1977 1901
1978 /* safety */ 1902 /* safety */
2019 else 1943 else
2020 /* note that when you lose exp, it doesn't go against 1944 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1945 * a particular skill, so we don't need to pass that
2022 * along. 1946 * along.
2023 */ 1947 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1948 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1949 }
2027} 1950}
2028 1951
2029/* Applies a death penalty experience, the size of this is defined by the 1952/* Applies a death penalty experience, the size of this is defined by the
2030 * settings death_penalty_percentage and death_penalty_levels, and by the 1953 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1954 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1955 */
2033
2034void 1956void
2035apply_death_exp_penalty (object *op) 1957apply_death_exp_penalty (object *op)
2036{ 1958{
2037 object *tmp; 1959 object *tmp;
2038 sint64 loss; 1960 sint64 loss;
2060 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2061 } 1983 }
2062 1984
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2064 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2065 if (level_loss < 0) 1988 if (level_loss < 0)
2066 level_loss = 0; 1989 level_loss = 0;
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2068 1991
2069 op->stats.exp -= loss; 1992 op->stats.exp -= loss;

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