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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 1.84 by root, Fri May 2 20:24:48 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra 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 to <support@deliantra.net>
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* Handy little macro that adds exp and keeps it within bounds. Since 26/* Handy little macro that adds exp and keeps it within bounds. Since
28 * we are now using 64 bit values, I'm not all concerned about overflow issues 27 * we are now using 64 bit values, I'm not all concerned about overflow issues
29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
30 */ 29 */
191static const char *const drain_msg[NUM_STATS] = { 190static const char *const drain_msg[NUM_STATS] = {
192 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
193 "You're feeling clumsy!", 192 "You're feeling clumsy!",
194 "You feel less healthy", 193 "You feel less healthy",
195 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
195 "Watch out, your mind is going!",
196 "Your spirit feels drained!",
196 "Your face gets distorted!", 197 "Your face gets distorted!",
197 "Watch out, your mind is going!",
198 "Your spirit feels drained!"
199}; 198};
200const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
201 "You feel your strength return.", 200 "You feel your strength return.",
202 "You feel your agility return.", 201 "You feel your agility return.",
203 "You feel your health return.", 202 "You feel your health return.",
203 "You feel your memory return.",
204 "You feel your wisdom return.", 204 "You feel your wisdom return.",
205 "You feel your spirits return.",
205 "You feel your charisma return.", 206 "You feel your charisma return.",
206 "You feel your memory return.",
207 "You feel your spirits return."
208}; 207};
209const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
210 "You feel stronger.", 209 "You feel stronger.",
211 "You feel more agile.", 210 "You feel more agile.",
212 "You feel healthy.", 211 "You feel healthy.",
212 "You feel smarter.",
213 "You feel wiser.", 213 "You feel wiser.",
214 "You feel more potent.",
214 "You seem to look better.", 215 "You seem to look better.",
215 "You feel smarter.",
216 "You feel more potent."
217}; 216};
218const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
219 "You feel weaker!", 218 "You feel weaker!",
220 "You feel clumsy!", 219 "You feel clumsy!",
221 "You feel less healthy!", 220 "You feel less healthy!",
221 "You feel stupid!",
222 "You lose some of your memory!", 222 "You lose some of your memory!",
223 "You feel less potent!",
223 "You look ugly!", 224 "You look ugly!",
224 "You feel stupid!",
225 "You feel less potent!"
226}; 225};
227 226
228const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
229 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
230}; 229};
231 230
232const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
234}; 233};
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}
268 234
269/* 235/*
270 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
271 * is added to the specified stat. 237 * is added to the specified stat.
272 */ 238 */
273void 239void
274change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
275{ 241{
276 if (value == 0) 242 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} 243}
327 244
328/* 245/*
329 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
330 * 1-30 stat limit. 247 * 1-30 stat limit.
331 */ 248 */
332
333void 249void
334check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
335{ 251{
336 int i, v;
337
338 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
339 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
340 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
341 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
342 set_attr_value (stats, i, MIN_STAT); 256 }
343} 257}
344 258
345#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
346 260
347/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* 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 270/* flag is set to 1 if we are applying the object, -1 if we are removing
357 * the object. 271 * the object.
358 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
359 * can be applied or not. 273 * can be applied or not.
360 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
361 * displayed - fix_player should really always be called after this when 275 * 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 276 * 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 277 * 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 278 * will clear the bits, but the player may still have some other object
365 * that gives them that ability. 279 * that gives them that ability.
366 */ 280 */
367int 281int
368change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
369{ 283{
370 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int 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 // keep some stats for comparison purposes
375 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
376 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
377 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
378 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
379 295
380 if (op->type == PLAYER) 296 if (op->type == PLAYER)
381 { 297 {
382 if (tmp->type == POTION) 298 if (tmp->type == POTION)
383 { 299 {
384 potion_max = 1; 300 potion_max = 1;
301
385 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
386 { 303 {
387 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
388 305 int i = tmp->stats.stat (j);
389 ostat = get_attr_value (&(op->contr->orig_stats), j);
390 i = get_attr_value (&(tmp->stats), j);
391 306
392 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
393 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
394 309
395 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
396 * potions do so right now, there is the potential for potions
397 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
398 * to allow for that. 312 * to allow for that.
399 */ 313 */
400 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
401 nstat = 1; 315 nstat = 1;
402 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
403 { 317 nstat = 20 + op->arch->stats.stat (j);
404 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
405 }
406 318
407 if (nstat != ostat) 319 if (nstat != ostat)
408 { 320 {
409 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
410 potion_max = 0; 322 potion_max = 0;
411 } 323 }
412 else if (i) 324 else if (i)
413 { 325 {
414 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
418 330
419 /* This section of code ups the characters normal stats also. I am not 331 /* 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 332 * sure if this is strictly necessary, being that fix_player probably
421 * recalculates this anyway. 333 * recalculates this anyway.
422 */ 334 */
423 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
424 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
425 337
426 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
427 } /* end of potion handling code */ 339 } /* end of potion handling code */
428 } 340 }
429 341
430 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
431 * everything to set 343 * everything to set
432 */ 344 */
433 if (flag == -1) 345 if (flag == -1)
434 { 346 {
435 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
436 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
437 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
438 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
439 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
440 * and not the other move_ fields. 352 * and not the other move_ fields.
441 */ 353 */
442 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
443 } 355 }
444 356
445 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
446 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
447 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
448 */ 360 */
449 op->update_stats (); 361 op->update_stats ();
450 362
451 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
452 * print out message if this is a bow. 364 * print out message if this is a bow.
453 */ 365 */
454 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
455 { 367 {
456 success = 1; 368 success = 1;
457 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
458 } 370 }
459 371
460 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
461 { 373 {
462 success = 1; 374 success = 1;
463 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
464 } 376 }
465 377
466 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
467 { 379 {
468 success = 1; 380 success = 1;
469 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
470 } 382 }
471 383
472 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
473 { 385 {
474 success = 1; 386 success = 1;
475 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
476 } 388 }
477 389
479 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
480 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
481 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
482 * from fly high) 394 * from fly high)
483 */ 395 */
484 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
485 { 397 {
486 success = 1; 398 success = 1;
487 399
488 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
489 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
496 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
497 { 409 {
498 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
499 * in that case, you don't actually land 411 * in that case, you don't actually land
500 */ 412 */
501 DIFF_MSG (flag, "You soar into the air air!.", 413 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.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
503 } 415 }
416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
506 419
507 /* Changing move status may mean you are affected by things you weren't before */ 420 /* Changing move status may mean you are affected by things you weren't before */
508 check_move_on (op, op); 421 check_move_on (op, op);
509 } 422 }
510 423
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 425 * originally undead may change their status
513 */ 426 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 429 {
517 success = 1; 430 success = 1;
518 if (flag > 0) 431 if (flag > 0)
519 { 432 {
520 op->race = "undead"; 433 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 435 }
523 else 436 else
524 { 437 {
525 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 440 }
528 } 441 }
529 442
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
535 448
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 450 {
538 success = 1; 451 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 453 }
541 454
542 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 456 * vision
544 */ 457 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
546 { 459 {
547 success = 1; 460 success = 1;
548 if (flag > 0) 461 if (flag > 0)
549 { 462 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 465 else
553 { 466 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
557 op->contr->do_los = 1; 470 op->contr->do_los = 1;
558 } 471 }
559 } 472 }
560 else 473 else
561 { 474 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 477 else
565 { 478 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
569 op->contr->do_los = 1; 482 op->contr->do_los = 1;
570 } 483 }
571 } 484 }
572 } 485 }
573 486
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 488 {
576 success = 1; 489 success = 1;
577 if (op->type == PLAYER) 490 if (op->type == PLAYER)
578 op->contr->do_los = 1; 491 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 493 }
581 494
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 496 {
584 success = 1; 497 success = 1;
585 if (flag > 0) 498 if (flag > 0)
586 { 499 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 502 else
590 { 503 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 505 if (op->type == PLAYER)
593 op->contr->do_los = 1; 506 op->contr->do_los = 1;
594 } 507 }
595 } 508 }
596 else 509 else
597 { 510 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 513 else
601 { 514 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 516 if (op->type == PLAYER)
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
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/*
674 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
675 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
676 */ 586 */
677
678void 587void
679object::drain_stat () 588object::drain_stat ()
680{ 589{
681 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
682} 591}
683 592
684void 593void
685object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
686{ 595{
754 return; 663 return;
755 664
756 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
757 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
758 */ 667 */
759 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
760 { 669 {
761 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
762 671
763 stats.luck += diff; 672 stats.luck += diff;
764 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
771 * 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.
772 */ 681 */
773void 682void
774object::remove_statbonus () 683object::remove_statbonus ()
775{ 684{
776 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
777 stats.Dex -= arch->clone.stats.Dex; 686 {
778 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
779 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
780 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
781 stats.Cha -= arch->clone.stats.Cha; 690 }
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} 691}
792 692
793/* 693/*
794 * 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.
795 */ 695 */
796void 696void
797object::add_statbonus () 697object::add_statbonus ()
798{ 698{
799 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
800 stats.Dex += arch->clone.stats.Dex; 700 {
801 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
802 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
803 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
804 stats.Cha += arch->clone.stats.Cha; 704 }
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} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
815 746
816/* 747/*
817 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
818 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
819 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
820 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
821 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
822 */ 753 *
823
824/* July 95 - inserted stuff to handle new skills/exp system - b.t. 754 * July 95 - inserted stuff to handle new skills/exp system - b.t.
825 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
826 */ 756 */
827
828void 757void
829object::update_stats () 758object::update_stats ()
830{ 759{
831 int i, j;
832 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
833 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
834 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
835 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
836 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
837 767
838 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 769 if (type == PLAYER)
840 { 770 {
841 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
843 773
844 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 775 contr->encumbrance = 0;
846 776
847 attacktype = 0; 777 attacktype = 0;
778
848 contr->digestion = 0; 779 contr->digestion = 0;
849 contr->gen_hp = 0; 780 contr->gen_hp = 0;
850 contr->gen_sp = 0; 781 contr->gen_sp = 0;
851 contr->gen_grace = 0; 782 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 784 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 } 785 }
864 786
865 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
866 789
867 slaying = 0; 790 slaying = 0;
868 791
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 793 {
874 797
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
878 801
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 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); 803 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); 804 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); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 806
884 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
889 chosen_skill = NULL; 813 chosen_skill = 0;
890 814
891 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
892 * archetype clone 816 * archetype clone
893 */ 817 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
895 819
896 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
897 { 821 {
898 if (resist[i] > 0) 822 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
900 else 824 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
902 potion_resist[i] = 0; 827 potion_resist[i] = 0;
903 } 828 }
904 829
905 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
907 832
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * 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, 836 * 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 837 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 838 * that their protection from physical goes down
914 */ 839 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 841 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 844 }
920 else 845 else
921 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
922 847
923 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 849 speed = arch->speed;
925 850
926 /* OK - we've reset most all the objects attributes to sane values. 851 /* 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. 852 * now go through and make adjustments for what the player has equipped.
928 */ 853 */
929
930 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
931 { 855 {
856 /* This happens because apply_potion calls change_abil with the potion
857 * applied so we can tell the player what changed. But change_abil
858 * then calls this function.
859 */
860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
861 continue;
862
932 /* See note in map.c:update_position about making this additive 863 /* See note in map.c:update_position about making this additive
933 * since light sources are never applied, need to put check here. 864 * since light sources are never applied, need to put check here.
934 */ 865 */
935 if (tmp->glow_radius > glow_radius) 866 if (tmp->glow_radius > glow_radius)
936 glow_radius = tmp->glow_radius; 867 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;
944 868
945 /* For some things, we don't care what is equipped */ 869 /* For some things, we don't care what is equipped */
946 if (tmp->type == SKILL) 870 if (tmp->type == SKILL)
947 { 871 {
948 /* Want to take the highest skill here. */ 872 /* Want to take the highest skill here. */
970 * in the praying skill, and the player should always get those. 894 * 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, 895 * 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 896 * because the skill shouldn't count against body positions being used
973 * up, etc. 897 * up, etc.
974 */ 898 */
975 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 899 if ((tmp->flag [FLAG_APPLIED]
900 && tmp->type != CONTAINER
901 && tmp->type != CLOSE_CON)
902 || (tmp->type == SKILL
976 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 903 && tmp->subtype == SK_PRAYING))
977 { 904 {
978 if (type == PLAYER) 905 if (type == PLAYER)
979 { 906 {
980 if (tmp->type == BOW) 907 contr->item_power += tmp->item_power;
981 contr->ranges[range_bow] = tmp;
982 908
983 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 909 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
984 contr->ranges[range_misc] = tmp; 910 if (tmp != current_weapon
911 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
912 && !tmp->flag [FLAG_CURSED]
913 && !tmp->flag [FLAG_DAMNED])
914 continue;
985 915
986 for (i = 0; i < NUM_STATS; i++) 916 for (int i = 0; i < NUM_STATS; i++)
987 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 917 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
988 918
989 /* these are the items that currently can change digestion, regeneration, 919 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 { 920 {
1002 contr->digestion += tmp->stats.food; 921 contr->digestion += tmp->stats.food;
1003 contr->gen_hp += tmp->stats.hp; 922 contr->gen_hp += tmp->stats.hp;
1004 contr->gen_sp += tmp->stats.sp; 923 contr->gen_sp += tmp->stats.sp;
1005 contr->gen_grace += tmp->stats.grace; 924 contr->gen_grace += tmp->stats.grace;
1006 contr->gen_sp_armour += tmp->gen_sp_armour; 925 contr->gen_sp_armour += tmp->gen_sp_armour;
1007 contr->item_power += tmp->item_power;
1008 } 926 }
1009 } /* if this is a player */ 927 } /* if this is a player */
928 else
929 {
930 if (tmp->type == WEAPON)
931 current_weapon = tmp;
932 }
1010 933
1011 /* Update slots used for items */ 934 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 935 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 936 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 body_used[i] += tmp->body_info[i]; 937 slot[i].used += tmp->slot[i].info;
1015 938
1016 if (tmp->type == SYMPTOM) 939 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; 940 speed_reduce_from_disease =
1021 } 941 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1022 942
1023 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 943 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1024 * (Negative protections are calculated extactly like positive.) 944 * (Negative protections are calculated exactly like positive.)
1025 * Resistance from potions are treated special as well. If there's 945 * Resistance from potions are treated special as well. If there's
1026 * more than one potion-effect, the bigger prot.-value is taken. 946 * more than one potion-effect, the bigger prot.-value is taken.
1027 */ 947 */
1028 if (tmp->type != POTION) 948 if (tmp->type != POTION)
1029 { 949 {
1030 for (i = 0; i < NROFATTACKS; i++) 950 for (int i = 0; i < NROFATTACKS; i++)
1031 { 951 {
1032 /* Potential for cursed potions, in which case we just can use 952 /* Potential for cursed potions, in which case we just can use
1033 * a straight MAX, as potion_resist is initialised to zero. 953 * a straight MAX, as potion_resist is initialised to zero.
1034 */ 954 */
1035 if (tmp->type == POTION_EFFECT) 955 if (tmp->type == POTION_EFFECT)
1036 { 956 {
1037 if (potion_resist[i]) 957 if (potion_resist[i])
1038 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 958 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1039 else 959 else
1040 potion_resist[i] = tmp->resist[i]; 960 potion_resist[i] = tmp->resist[i];
1041 } 961 }
1042 else if (tmp->resist[i] > 0) 962 else if (tmp->resist[i] > 0)
1043 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 963 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 else if (tmp->resist[i] < 0) 964 else if (tmp->resist[i] < 0)
1045 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 965 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1046 } 966 }
1047 } 967 }
1048 968
1049 /* There may be other things that should not adjust the attacktype */ 969 /* There may be other things that should not adjust the attacktype */
1050 if (tmp->type != BOW && tmp->type != SYMPTOM) 970 if (tmp->type != SYMPTOM)
971 {
1051 attacktype |= tmp->attacktype; 972 attacktype |= tmp->attacktype;
1052
1053 path_attuned |= tmp->path_attuned; 973 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 974 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 975 path_denied |= tmp->path_denied;
976 move_type |= tmp->move_type;
1056 stats.luck += tmp->stats.luck; 977 stats.luck += tmp->stats.luck;
1057 move_type |= tmp->move_type; 978 }
1058 979
1059 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 980 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 981
1067 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 982 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1068 SET_FLAG (this, FLAG_UNDEAD); 983 SET_FLAG (this, FLAG_UNDEAD);
1069 984
1070 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 985 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1071 { 986 {
1072 SET_FLAG (this, FLAG_MAKE_INVIS); 987 SET_FLAG (this, FLAG_MAKE_INVIS);
1075 990
1076 if (tmp->stats.exp && tmp->type != SKILL) 991 if (tmp->stats.exp && tmp->type != SKILL)
1077 { 992 {
1078 if (tmp->stats.exp > 0) 993 if (tmp->stats.exp > 0)
1079 { 994 {
1080 added_speed += (float) tmp->stats.exp / 3.0; 995 added_speed += tmp->stats.exp / 3.f;
1081 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 996 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1082 } 997 }
1083 else 998 else
1084 added_speed += (float) tmp->stats.exp; 999 added_speed += tmp->stats.exp;
1085 } 1000 }
1086 1001
1087 switch (tmp->type) 1002 switch (tmp->type)
1088 { 1003 {
1004#if 0
1005 case WAND:
1006 case ROD:
1007 case HORN:
1008 if (type != PLAYER || current_weapon == tmp)
1009 chosen_skill = tmp;
1010 break;
1011#endif
1012
1089 /* skills modifying the character -b.t. */ 1013 /* skills modifying the character -b.t. */
1090 /* for all skills and skill granting objects */ 1014 /* for all skills and skill granting objects */
1091 case SKILL: 1015 case SKILL:
1092 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1016 {
1017 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1093 break; 1018 break;
1094 1019
1095 if (IS_COMBAT_SKILL (tmp->subtype))
1096 wc_obj = tmp;
1097
1098 if (chosen_skill) 1020 if (chosen_skill)
1021 {
1099 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1022 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1023 &name, &chosen_skill->name, &tmp->name);
1100 1024
1025 tmp->flag [FLAG_APPLIED] = false;
1026 update_stats ();
1027 return;
1028 }
1029 else
1101 chosen_skill = tmp; 1030 chosen_skill = tmp;
1102 1031
1103 if (tmp->stats.dam > 0) 1032 if (tmp->stats.dam > 0)
1104 { /* skill is a 'weapon' */ 1033 { /* skill is a 'weapon' */
1105 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1034 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1106 weapon_speed = (int) WEAPON_SPEED (tmp); 1035 weapon_speed = WEAPON_SPEED (tmp);
1107 1036
1108 if (weapon_speed < 0) 1037 if (weapon_speed < 0)
1109 weapon_speed = 0; 1038 weapon_speed = 0;
1110 1039
1111 weapon_weight = tmp->weight; 1040 weapon_weight = tmp->weight;
1112 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1041 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1113 1042
1114 if (tmp->magic) 1043 if (tmp->magic)
1115 stats.dam += tmp->magic; 1044 stats.dam += tmp->magic;
1116 } 1045 }
1117 1046
1118 if (tmp->stats.wc) 1047 if (tmp->stats.wc)
1119 wc -= (tmp->stats.wc + tmp->magic); 1048 wc -= tmp->stats.wc + tmp->magic;
1120 1049
1121 if (tmp->slaying != NULL) 1050 if (tmp->slaying)
1122 slaying = tmp->slaying; 1051 slaying = tmp->slaying;
1123 1052
1124 if (tmp->stats.ac) 1053 if (tmp->stats.ac)
1125 ac -= (tmp->stats.ac + tmp->magic); 1054 ac -= tmp->stats.ac + tmp->magic;
1126 1055
1127 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1056 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1128 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1057 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1129
1130 if (type == PLAYER)
1131 contr->ranges[range_skill] = this;
1132
1133 break; 1058 }
1134 1059
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; 1060 break;
1144 1061
1145 case SHIELD: 1062 case SHIELD:
1146 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1063 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1147 contr->encumbrance += (int) tmp->weight / 2000; 1064 contr->encumbrance += (int) tmp->weight / 2000;
1151 case HELMET: 1068 case HELMET:
1152 case BOOTS: 1069 case BOOTS:
1153 case GLOVES: 1070 case GLOVES:
1154 case CLOAK: 1071 case CLOAK:
1155 if (tmp->stats.wc) 1072 if (tmp->stats.wc)
1156 wc -= (tmp->stats.wc + tmp->magic); 1073 wc -= tmp->stats.wc + tmp->magic;
1157 1074
1158 if (tmp->stats.dam) 1075 if (tmp->stats.dam)
1159 stats.dam += (tmp->stats.dam + tmp->magic); 1076 stats.dam += tmp->stats.dam + tmp->magic;
1160 1077
1161 if (tmp->stats.ac) 1078 if (tmp->stats.ac)
1162 ac -= (tmp->stats.ac + tmp->magic); 1079 ac -= tmp->stats.ac + tmp->magic;
1163 1080
1164 break; 1081 break;
1165 1082
1083 case BOW:
1166 case WEAPON: 1084 case WEAPON:
1085 if (type != PLAYER || current_weapon == tmp)
1086 {
1167 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1168 1088
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1089 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1090 ac -= tmp->stats.ac + tmp->magic;
1171 1091
1172 stats.dam += (tmp->stats.dam + tmp->magic); 1092 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1093 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1094 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1095
1176 if (weapon_speed < 0) 1096 if (weapon_speed < 0)
1177 weapon_speed = 0; 1097 weapon_speed = 0;
1178 1098
1179 slaying = tmp->slaying; 1099 slaying = tmp->slaying;
1100
1180 /* If there is desire that two handed weapons should do 1101 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1102 * extra strength damage, this is where the code should
1182 * go. 1103 * go.
1183 */ 1104 */
1184 current_weapon = tmp; 1105
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1106 if (type == PLAYER)
1107 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1108 contr->encumbrance += tmp->weight * 3 / 1000;
1109 }
1187 1110
1188 break; 1111 break;
1189 1112
1190 case ARMOUR: /* Only the best of these three are used: */ 1113 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1114 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1115 contr->encumbrance += tmp->weight / 1000;
1193 1116
1194 case BRACERS: 1117 case BRACERS:
1195 case FORCE: 1118 case FORCE:
1196 if (tmp->stats.wc) 1119 if (tmp->stats.wc)
1197 { 1120 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1142 wc -= (tmp->stats.wc + tmp->magic);
1220 1143
1221 if (tmp->stats.ac) 1144 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1145 ac -= (tmp->stats.ac + tmp->magic);
1223 1146
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1147 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1148 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1149
1227 break; 1150 break;
1228 } /* switch tmp->type */ 1151 } /* switch tmp->type */
1229 } /* item is equipped */ 1152 } /* item is equipped */
1230 } /* for loop of items */ 1153 } /* for loop of items */
1237 * If there is an uncursed potion in effect, granting more protection 1160 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1161 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1162 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1163 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1164 */
1242 for (i = 0; i < NROFATTACKS; i++) 1165 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1166 {
1244 resist[i] = prot[i] - vuln[i]; 1167 resist[i] = prot[i] - vuln[i];
1245 1168
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1169 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 resist[i] = potion_resist[i]; 1170 resist[i] = potion_resist[i];
1248 } 1171 }
1249 1172
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1173 if (type == PLAYER)
1252 { 1174 {
1175 // clamp various player stats
1176 for (int i = 0; i < NUM_STATS; ++i)
1177 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1178
1179 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1180
1181 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1182 int pl_level;
1254 1183
1255 check_stat_bounds (&(stats)); 1184 check_stat_bounds (&(stats));
1256 pl_level = level; 1185 pl_level = level;
1257 1186
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1188 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1189
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1190 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1191 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1192 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1193 stats.maxhp = 0;
1194 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1195 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1196 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1197
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1198 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1199 if (con_bonus[stats.Con] > 0)
1271 j++; 1200 j++;
1272 else 1201 else
1273 j--; 1202 j--;
1274 }
1275 1203
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1204 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1205 }
1278 1206
1279 for (i = 11; i <= level; i++) 1207 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1208
1282 if (stats.hp > stats.maxhp) 1209 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1210 stats.hp = stats.maxhp;
1284 1211
1285 /* Sp gain is controlled by the level of the player's 1212 /* Sp gain is controlled by the level of the player's
1298 1225
1299 if (mana_obj == this && type == PLAYER) 1226 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1227 stats.maxsp = 1;
1301 else 1228 else
1302 { 1229 {
1303 sp_tmp = 0.0; 1230 float sp_tmp = 0.f;
1304 1231
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1232 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1233 {
1307 float stmp; 1234 float stmp;
1308 1235
1309 /* Got some extra bonus at first level */ 1236 /* Got some extra bonus at first level */
1310 if (i < 2) 1237 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1238 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1239 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1241
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1242 sp_tmp += max (1.f, stmp);
1319 } 1243 }
1320 1244
1321 stats.maxsp = (int) sp_tmp; 1245 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 } 1246 }
1247
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1248 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1249 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1250
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1251 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1252 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1253 grace_obj = this;
1333 1254
1338 /* store grace in a float - this way, the divisions below don't create 1259 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1260 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1261 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1262 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1263 */
1343 sp_tmp = 0.0; 1264 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1265
1266 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1267 {
1346 float grace_tmp = 0.0; 1268 float grace_tmp = 0.f;
1347 1269
1348 /* Got some extra bonus at first level */ 1270 /* Got some extra bonus at first level */
1349 if (i < 2) 1271 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1272 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 1273 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1275
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1276 sp_tmp += max (1.f, grace_tmp);
1360 } 1277 }
1361 1278
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1279 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1280 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1281 }
1282
1368 /* No limit on grace vs maxgrace */ 1283 /* No limit on grace vs maxgrace */
1369 1284
1370 if (contr->braced) 1285 if (contr->braced)
1371 { 1286 {
1372 ac += 2; 1287 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1299 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1300 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1301 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1302 * monster bonus the same as before. -b.t.
1388 */ 1303 */
1304 object *wc_obj = chosen_skill;
1389 1305
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1306 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1307 {
1392 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1308 wc -= wc_obj->level + thaco_bonus[stats.Str];
1309
1393 for (i = 1; i < wc_obj->level; i++) 1310 for (int i = 1; i < wc_obj->level; i++)
1394 { 1311 {
1395 /* addtional wc every 6 levels */ 1312 /* additional wc every 6 levels */
1396 if (!(i % 6)) 1313 if (!(i % 6))
1397 wc--; 1314 wc--;
1315
1398 /* addtional dam every 4 levels. */ 1316 /* additional dam every 4 levels. */
1399 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1317 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1400 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1318 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1401 } 1319 }
1402 } 1320 }
1403 else 1321 else
1404 wc -= (level + thaco_bonus[stats.Str]); 1322 wc -= level + thaco_bonus[stats.Str];
1405 1323
1406 stats.dam += dam_bonus[stats.Str]; 1324 stats.dam += dam_bonus[stats.Str];
1407 1325
1408 if (stats.dam < 1) 1326 if (stats.dam < 1)
1409 stats.dam = 1; 1327 stats.dam = 1;
1410 1328
1411 speed = 1.0 + speed_bonus[stats.Dex]; 1329 speed = 1.f + speed_bonus[stats.Dex];
1412 1330
1413 if (settings.search_items && contr->search_str[0]) 1331 if (settings.search_items && contr->search_str[0])
1414 speed -= 1; 1332 speed -= 1;
1415 1333
1416 if (attacktype == 0) 1334 if (attacktype == 0)
1417 attacktype = arch->clone.attacktype; 1335 attacktype = arch->attacktype;
1418
1419 } /* End if player */ 1336 } /* End if player */
1420 1337
1421 if (added_speed >= 0) 1338 if (added_speed >= 0)
1422 speed += added_speed / 10.0; 1339 speed += added_speed / 10.f;
1423 else /* Something wrong here...: */ 1340 else /* Something wrong here...: */
1424 speed /= (float) (1.0 - added_speed); 1341 speed /= 1.f - added_speed;
1425 1342
1426 /* Max is determined by armour */ 1343 /* Max is determined by armour */
1427 if (speed > max) 1344 speed = min (speed, max_speed);
1428 speed = max;
1429 1345
1430 if (type == PLAYER) 1346 if (type == PLAYER)
1431 { 1347 {
1432 /* f is a number the represents the number of kg above (positive num) 1348 /* 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 1349 * or below (negative number) that the player is carrying. If above
1434 * weight limit, then player suffers a speed reduction based on how 1350 * weight limit, then player suffers a speed reduction based on how
1435 * much above he is, and what is max carry is 1351 * much above he is, and what is max carry is
1436 */ 1352 */
1437 f = (carrying / 1000) - max_carry[stats.Str]; 1353 float f = (carrying / 1000) - max_carry[stats.Str];
1438 if (f > 0) 1354 if (f > 0.f)
1439 speed = speed / (1.0 + f / max_carry[stats.Str]); 1355 speed = speed / (1.f + f / max_carry[stats.Str]);
1440 } 1356 }
1441 1357
1442 speed += bonus_speed / 10.0; /* Not affected by limits */ 1358 speed += bonus_speed / 10.f; /* Not affected by limits */
1359 speed *= speed_reduce_from_disease;
1443 1360
1444 /* Put a lower limit on speed. Note with this speed, you move once every 1361 /* 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. 1362 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1446 */ 1363 */
1447 speed = speed * speed_reduce_from_disease;
1448
1449 if (speed < 0.01 && type == PLAYER) 1364 if (speed < 0.04f && type == PLAYER)
1450 speed = 0.01; 1365 speed = 0.04f;
1366
1367 if (speed != old_speed)
1368 set_speed (speed);
1451 1369
1452 if (type == PLAYER) 1370 if (type == PLAYER)
1453 { 1371 {
1454 float M, W, s, D, K, S, M2;
1455
1456 /* (This formula was made by vidarl@ifi.uio.no) 1372 /* (This formula was made by vidarl@ifi.uio.no)
1457 * Note that we never used these values again - basically 1373 * Note that we never used these values again - basically
1458 * all of these could be subbed into one big equation, but 1374 * all of these could be subbed into one big equation, but
1459 * that would just be a real pain to read. 1375 * that would just be a real pain to read.
1460 */ 1376 */
1461 M = (max_carry[stats.Str] - 121) / 121.0; 1377 float M = (max_carry[stats.Str] - 121) / 121.f;
1462 M2 = max_carry[stats.Str] / 100.0; 1378 float M2 = max_carry[stats.Str] / 100.f;
1463 W = weapon_weight / 20000.0; 1379 float W = weapon_weight / 20000.f;
1464 s = 2 - weapon_speed / 10.0; 1380 float s = (20 - weapon_speed) / 10.f;
1465 D = (stats.Dex - 14) / 14.0; 1381 float D = (stats.Dex - 14) / 14.f;
1466 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1382 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1383
1467 K *= (4 + level) / (float) (6 + level) * 1.2; 1384 K *= (4 + level) * 1.2f / (6 + level);
1385
1468 if (K <= 0) 1386 if (K <= 0.01f)
1469 K = 0.01; 1387 K = 0.01f;
1470 S = speed / (K * s); 1388
1471 contr->weapon_sp = S; 1389 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1472 } 1390 }
1473 1391
1474 /* I want to limit the power of small monsters with big weapons: */ 1392 /* 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) 1393 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1476 stats.dam = arch->clone.stats.dam * 3; 1394 stats.dam = arch->stats.dam * 3;
1477 1395
1478 /* Prevent overflows of wc - best you can get is ABS(120) - this 1396 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1479 * should be more than enough - remember, AC is also in 8 bits, 1397 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 1398
1496 /* if for some reason the creature doesn't have any move type, 1399 /* if for some reason the creature doesn't have any move type,
1497 * give them walking as a default. 1400 * give them walking as a default.
1498 * The second case is a special case - to more closely mimic the 1401 * The second case is a special case - to more closely mimic the
1499 * old behaviour - if your flying, your not walking - just 1402 * old behaviour - if your flying, your not walking - just
1502 if (move_type == 0) 1405 if (move_type == 0)
1503 move_type = MOVE_WALK; 1406 move_type = MOVE_WALK;
1504 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1407 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1505 move_type &= ~MOVE_WALK; 1408 move_type &= ~MOVE_WALK;
1506 1409
1507 set_speed (speed);
1508
1509 /* It is quite possible that a player's spell costing might have changed, 1410 /* It is quite possible that a player's spell costing might have changed,
1510 * so we will check that now. 1411 * so we will check that now.
1511 */ 1412 */
1512 if (type == PLAYER) 1413 if (type == PLAYER)
1513 { 1414 {
1514 esrv_update_stats (contr); 1415 esrv_update_stats (contr);
1515 esrv_update_spells (contr); 1416 esrv_update_spells (contr);
1516 } 1417 }
1418
1419 // update the mapspace, if we are on a map
1420 if (!flag [FLAG_REMOVED] && map)
1421 map->at (x, y).flags_ = 0;
1517} 1422}
1518 1423
1519/* 1424/*
1520 * Returns true if the given player is a legal class. 1425 * Returns true if the given player is a legal class.
1521 * The function to add and remove class-bonuses to the stats doesn't 1426 * The function to add and remove class-bonuses to the stats doesn't
1524 * false otherwise. 1429 * false otherwise.
1525 */ 1430 */
1526int 1431int
1527allowed_class (const object *op) 1432allowed_class (const object *op)
1528{ 1433{
1529 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1434 return op->stats.Dex > 0
1530 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1435 && op->stats.Str > 0
1436 && op->stats.Con > 0
1437 && op->stats.Int > 0
1438 && op->stats.Wis > 0
1439 && op->stats.Pow > 0
1440 && op->stats.Cha > 0;
1531} 1441}
1532 1442
1533/* 1443/*
1534 * set the new dragon name after gaining levels or 1444 * set the new dragon name after gaining levels or
1535 * changing ability focus (later this can be extended to 1445 * changing ability focus (later this can be extended to
1564 /* now if there are equals at highest level, pick the one with focus, 1474 /* now if there are equals at highest level, pick the one with focus,
1565 or else at random */ 1475 or else at random */
1566 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1476 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1567 atnr = abil->stats.exp; 1477 atnr = abil->stats.exp;
1568 1478
1569 level = (int) (level / 5.); 1479 level = (int) (level / 25.);
1570 1480
1571 /* now set the new title */ 1481 /* now set the new title */
1572 if (pl->contr != NULL) 1482 if (pl->contr)
1573 { 1483 {
1574 if (level == 0) 1484 if (level == 0)
1575 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1485 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1576 else if (level == 1) 1486 else if (level == 1)
1577 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1606 object *skin = NULL; /* pointer to dragon skin force */ 1516 object *skin = NULL; /* pointer to dragon skin force */
1607 object *tmp = NULL; /* tmp. object */ 1517 object *tmp = NULL; /* tmp. object */
1608 char buf[MAX_BUF]; /* tmp. string buffer */ 1518 char buf[MAX_BUF]; /* tmp. string buffer */
1609 1519
1610 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1520 /* now grab the 'dragon_ability'-forces from the player's inventory */
1611 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1521 for (tmp = who->inv; tmp; tmp = tmp->below)
1612 {
1613 if (tmp->type == FORCE) 1522 if (tmp->type == FORCE)
1614 { 1523 if (tmp->arch->archname == shstr_dragon_ability_force)
1615 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1616 abil = tmp; 1524 abil = tmp;
1617 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1525 else if (tmp->arch->archname == shstr_dragon_skin_force)
1618 skin = tmp; 1526 skin = tmp;
1619 } 1527
1620 }
1621 /* if the force is missing -> bail out */ 1528 /* if the force is missing -> bail out */
1622 if (abil == NULL) 1529 if (abil == NULL)
1623 return; 1530 return;
1624 1531
1625 /* The ability_force keeps track of maximum level ever achieved. 1532 /* The ability_force keeps track of maximum level ever achieved.
1669 if (!skill_obj) 1576 if (!skill_obj)
1670 { 1577 {
1671 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1578 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1672 return NULL; 1579 return NULL;
1673 } 1580 }
1581
1674 /* clear the flag - exp goes into this bucket, but player 1582 /* clear the flag - exp goes into this bucket, but player
1675 * still doesn't know it. 1583 * still doesn't know it.
1676 */ 1584 */
1677 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1585 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1678 skill_obj->stats.exp = 0; 1586 skill_obj->stats.exp = 0;
1679 skill_obj->level = 1; 1587 skill_obj->level = 1;
1680 insert_ob_in_ob (skill_obj, op); 1588 insert_ob_in_ob (skill_obj, op);
1681 if (op->contr) 1589
1590 if (player *pl = op->contr)
1682 { 1591 {
1683 op->contr->last_skill_ob[skill_obj->subtype] = skill_obj; 1592 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1684 op->contr->last_skill_exp[skill_obj->subtype] = -1; 1593 if (pl->ns)
1594 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1685 } 1595 }
1596
1686 return skill_obj; 1597 return skill_obj;
1687} 1598}
1688
1689 1599
1690/* player_lvl_adj() - for the new exp system. we are concerned with 1600/* player_lvl_adj() - for the new exp system. we are concerned with
1691 * whether the player gets more hp, sp and new levels. 1601 * whether the player gets more hp, sp and new levels.
1692 * Note this this function should only be called for players. Monstes 1602 * Note this this function should only be called for players. Monstes
1693 * don't really gain levels 1603 * don't really gain levels
1696 */ 1606 */
1697void 1607void
1698player_lvl_adj (object *who, object *op) 1608player_lvl_adj (object *who, object *op)
1699{ 1609{
1700 char buf[MAX_BUF]; 1610 char buf[MAX_BUF];
1611 bool changed = false;
1701 1612
1702 if (!op) /* when rolling stats */ 1613 if (!op) /* when rolling stats */
1703 op = who; 1614 op = who;
1704 1615
1705 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1616 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1706 { 1617 {
1618 changed = true;
1619
1707 op->level++; 1620 op->level++;
1708 1621
1709 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1622 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1710 dragon_level_gain (who); 1623 dragon_level_gain (who);
1711 1624
1712 /* Only roll these if it is the player (who) that gained the level */ 1625 /* Only roll these if it is the player (who) that gained the level */
1713 if (op == who && (who->level < 11) && who->type == PLAYER) 1626 if (op == who && (who->level < 11) && who->type == PLAYER)
1714 { 1627 {
1715 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1628 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); 1629 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; 1630 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1718 } 1631 }
1719 1632
1720 who->update_stats ();
1721 if (op->level > 1) 1633 if (op->level > 1)
1722 { 1634 {
1723 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1636 {
1637 who->contr->play_sound (sound_find ("skill_up"));
1724 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1638 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1639 }
1725 else 1640 else
1641 {
1642 who->contr->play_sound (sound_find ("level_up"));
1726 sprintf (buf, "You are now level %d.", op->level); 1643 sprintf (buf, "You are now level %d.", op->level);
1644 }
1645
1727 if (who) 1646 if (who)
1728 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1647 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1729 } 1648 }
1730 player_lvl_adj (who, op); /* To increase more levels */
1731 } 1649 }
1650
1732 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1651 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1733 { 1652 {
1653 changed = true;
1654
1734 op->level--; 1655 op->level--;
1735 who->update_stats (); 1656
1736 if (op->type != PLAYER) 1657 if (op->type != PLAYER)
1737 { 1658 {
1738 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1659 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); 1660 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1740 } 1661 }
1741 player_lvl_adj (who, op); /* To decrease more levels */ 1662 }
1663
1664 if (changed)
1742 } 1665 {
1743 1666 who->update_stats ();
1667 esrv_update_stats (who->contr);
1744 /* check if the spell data has changed */ 1668 /* check if the spell data has changed */
1745 esrv_update_stats (who->contr);
1746 esrv_update_spells (who->contr); 1669 esrv_update_spells (who->contr);
1670 }
1747} 1671}
1748 1672
1749/* 1673/*
1750 * Returns how much experience is needed for a player to become 1674 * Returns how much experience is needed for a player to become
1751 * the given level. level should really never exceed max_level 1675 * the given level. level should really never exceed max_level
1754sint64 1678sint64
1755level_exp (int level, double expmul) 1679level_exp (int level, double expmul)
1756{ 1680{
1757 if (level > settings.max_level) 1681 if (level > settings.max_level)
1758 return (sint64) (expmul * levels[settings.max_level]); 1682 return (sint64) (expmul * levels[settings.max_level]);
1683
1759 return (sint64) (expmul * levels[level]); 1684 return (sint64) (expmul * levels[level]);
1760} 1685}
1761 1686
1762/* 1687/*
1763 * Ensure that the permanent experience requirements in an exp object are met. 1688 * Ensure that the permanent experience requirements in an exp object are met.
1800 sint64 limit, exp_to_add; 1725 sint64 limit, exp_to_add;
1801 int i; 1726 int i;
1802 1727
1803 /* prevents some forms of abuse. */ 1728 /* prevents some forms of abuse. */
1804 if (op->contr->braced) 1729 if (op->contr->braced)
1805 exp = exp / 5; 1730 exp /= 5;
1806 1731
1807 /* Try to find the matching skill. 1732 /* Try to find the matching skill.
1808 * We do a shortcut/time saving mechanism first - see if it matches 1733 * We do a shortcut/time saving mechanism first - see if it matches
1809 * chosen_skill. This means we don't need to search through 1734 * chosen_skill. This means we don't need to search through
1810 * the players inventory. 1735 * the players inventory.
1811 */ 1736 */
1812 if (skill_name) 1737 if (skill_name)
1813 { 1738 {
1814 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1739 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)); 1870 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1946 tmp->stats.exp -= del_exp; 1871 tmp->stats.exp -= del_exp;
1947 player_lvl_adj (op, tmp); 1872 player_lvl_adj (op, tmp);
1948 } 1873 }
1949 } 1874 }
1875
1950 if (flag != SK_SUBTRACT_SKILL_EXP) 1876 if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1877 {
1952 del_exp = check_exp_loss (op, exp); 1878 del_exp = check_exp_loss (op, exp);
1953 op->stats.exp -= del_exp; 1879 op->stats.exp -= del_exp;
1954 player_lvl_adj (op, NULL); 1880 player_lvl_adj (op, NULL);
1955 } 1881 }
1956} 1882}
1957
1958
1959 1883
1960/* change_exp() - changes experience to a player/monster. This 1884/* change_exp() - changes experience to a player/monster. This
1961 * does bounds checking to make sure we don't overflow the max exp. 1885 * does bounds checking to make sure we don't overflow the max exp.
1962 * 1886 *
1963 * The exp passed is typically not modified much by this function - 1887 * The exp passed is typically not modified much by this function -
1964 * it is assumed the caller has modified the exp as needed. 1888 * it is assumed the caller has modified the exp as needed.
1965 * skill_name is the skill that should get the exp added. 1889 * skill_name is the skill that should get the exp added.
1966 * flag is what to do if player doesn't have the skill. 1890 * flag is what to do if player doesn't have the skill.
1967 * these last two values are only used for players. 1891 * these last two values are only used for players.
1968 */ 1892 */
1969
1970void 1893void
1971change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1894change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1972{ 1895{
1973
1974#ifdef EXP_DEBUG 1896#ifdef EXP_DEBUG
1975 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1897 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1976#endif 1898#endif
1977 1899
1978 /* safety */ 1900 /* safety */
2019 else 1941 else
2020 /* note that when you lose exp, it doesn't go against 1942 /* note that when you lose exp, it doesn't go against
2021 * a particular skill, so we don't need to pass that 1943 * a particular skill, so we don't need to pass that
2022 * along. 1944 * along.
2023 */ 1945 */
2024 subtract_player_exp (op, FABS (exp), skill_name, flag); 1946 subtract_player_exp (op, abs (exp), skill_name, flag);
2025
2026 } 1947 }
2027} 1948}
2028 1949
2029/* Applies a death penalty experience, the size of this is defined by the 1950/* 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 1951 * settings death_penalty_percentage and death_penalty_levels, and by the
2031 * amount of permenent experience, whichever gives the lowest loss. 1952 * amount of permenent experience, whichever gives the lowest loss.
2032 */ 1953 */
2033
2034void 1954void
2035apply_death_exp_penalty (object *op) 1955apply_death_exp_penalty (object *op)
2036{ 1956{
2037 object *tmp; 1957 object *tmp;
2038 sint64 loss; 1958 sint64 loss;
2060 player_lvl_adj (op, tmp); 1980 player_lvl_adj (op, tmp);
2061 } 1981 }
2062 1982
2063 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1983 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)]; 1984 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1985
2065 if (level_loss < 0) 1986 if (level_loss < 0)
2066 level_loss = 0; 1987 level_loss = 0;
2067 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1988 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2068 1989
2069 op->stats.exp -= loss; 1990 op->stats.exp -= loss;

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