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Comparing deliantra/server/common/living.C (file contents):
Revision 1.27 by root, Mon Jan 8 20:39:48 2007 UTC vs.
Revision 1.97 by elmex, Fri Aug 28 22:19:38 2009 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 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
10 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 (at your option) any later version. 11 * (at your option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 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
19 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
21 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* 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
29 * 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
30 * 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
31 */ 29 */
193 "Oh no! You are weakened!", 191 "Oh no! You are weakened!",
194 "You're feeling clumsy!", 192 "You're feeling clumsy!",
195 "You feel less healthy", 193 "You feel less healthy",
196 "You suddenly begin to lose your memory!", 194 "You suddenly begin to lose your memory!",
197 "Watch out, your mind is going!", 195 "Watch out, your mind is going!",
198 "Your spirit feels drained!" 196 "Your spirit feels drained!",
199 "Your face gets distorted!", 197 "Your face gets distorted!",
200}; 198};
201const char *const restore_msg[NUM_STATS] = { 199const char *const restore_msg[NUM_STATS] = {
202 "You feel your strength return.", 200 "You feel your strength return.",
203 "You feel your agility return.", 201 "You feel your agility return.",
204 "You feel your health return.", 202 "You feel your health return.",
205 "You feel your memory return.", 203 "You feel your memory return.",
206 "You feel your wisdom return.", 204 "You feel your wisdom return.",
207 "You feel your spirits return." 205 "You feel your spirits return.",
208 "You feel your charisma return.", 206 "You feel your charisma return.",
209}; 207};
210const char *const gain_msg[NUM_STATS] = { 208const char *const gain_msg[NUM_STATS] = {
211 "You feel stronger.", 209 "You feel stronger.",
212 "You feel more agile.", 210 "You feel more agile.",
213 "You feel healthy.", 211 "You feel healthy.",
214 "You feel smarter.", 212 "You feel smarter.",
215 "You feel wiser.", 213 "You feel wiser.",
216 "You feel more potent." 214 "You feel more potent.",
217 "You seem to look better.", 215 "You seem to look better.",
218}; 216};
219const char *const lose_msg[NUM_STATS] = { 217const char *const lose_msg[NUM_STATS] = {
220 "You feel weaker!", 218 "You feel weaker!",
221 "You feel clumsy!", 219 "You feel clumsy!",
222 "You feel less healthy!", 220 "You feel less healthy!",
223 "You feel stupid!", 221 "You feel stupid!",
224 "You lose some of your memory!", 222 "You lose some of your memory!",
225 "You feel less potent!" 223 "You feel less potent!",
226 "You look ugly!", 224 "You look ugly!",
227}; 225};
228 226
229const char *const statname[NUM_STATS] = { 227const char *const statname[NUM_STATS] = {
230 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma" 228 "strength", "dexterity", "constitution", "intelligence", "wisdom", "power", "charisma"
231}; 229};
232 230
233const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 233};
236
237/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269 234
270/* 235/*
271 * 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)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274void 239void
275change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
276{ 241{
277 if (value == 0) 242 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 243}
328 244
329/* 245/*
330 * 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
331 * 1-30 stat limit. 247 * 1-30 stat limit.
332 */ 248 */
333
334void 249void
335check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
336{ 251{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
341 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 256 }
344} 257}
345 258
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 260
348/* 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,
357/* 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
358 * the object. 271 * the object.
359 * 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
360 * can be applied or not. 273 * can be applied or not.
361 * 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
362 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 279 * that gives them that ability.
367 */ 280 */
368int 281int
369change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
370{ 283{
371 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;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
378 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 295
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
301
386 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
387 { 303 {
388 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
389 305 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 306
393 /* 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 */
394 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
395 309
396 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 317 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 318
408 if (nstat != ostat) 319 if (nstat != ostat)
409 { 320 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 322 potion_max = 0;
412 } 323 }
413 else if (i) 324 else if (i)
414 { 325 {
415 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
419 330
420 /* 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
421 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 333 * recalculates this anyway.
423 */ 334 */
424 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
425 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));
426 337
427 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 339 } /* end of potion handling code */
429 } 340 }
430 341
431 /* 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
432 * everything to set 343 * everything to set
433 */ 344 */
434 if (flag == -1) 345 if (flag == -1)
435 { 346 {
436 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 352 * and not the other move_ fields.
442 */ 353 */
443 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
444 } 355 }
445 356
446 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
447 * 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
448 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
449 */ 360 */
450 op->update_stats (); 361 op->update_stats ();
451 362
452 /* 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
453 * print out message if this is a bow. 364 * print out message if this is a bow.
454 */ 365 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 367 {
457 success = 1; 368 success = 1;
458 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.");
459 } 370 }
460 371
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 373 {
463 success = 1; 374 success = 1;
464 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.");
465 } 376 }
466 377
467 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])
468 { 379 {
469 success = 1; 380 success = 1;
470 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.");
471 } 382 }
472 383
473 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])
474 { 385 {
475 success = 1; 386 success = 1;
476 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.");
477 } 388 }
478 389
480 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
481 * 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
482 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 394 * from fly high)
484 */ 395 */
485 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
486 { 397 {
487 success = 1; 398 success = 1;
488 399
489 /* 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
490 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
491 */ 402 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 404 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 406 }
496 407
497 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 409 {
499 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 411 * in that case, you don't actually land
501 */ 412 */
502 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 415 }
416
505 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
506 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");
507 419
508 /* 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 */
509 check_move_on (op, op); 421 check_move_on (op, op);
510 } 422 }
511 423
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 425 * originally undead may change their status
514 */ 426 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 429 {
518 success = 1; 430 success = 1;
519 if (flag > 0) 431 if (flag > 0)
520 { 432 {
521 op->race = "undead"; 433 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 435 }
524 else 436 else
525 { 437 {
526 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 440 }
529 } 441 }
530 442
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 444 {
533 success = 1; 445 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 447 }
536 448
537 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])
538 { 450 {
539 success = 1; 451 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 453 }
542 454
543 /* 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
544 * vision 456 * vision
545 */ 457 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
547 { 459 {
548 success = 1; 460 success = 1;
549 if (flag > 0) 461 if (flag > 0)
550 { 462 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
552 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.");
553 else 465 else
554 { 466 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
558 op->contr->do_los = 1; 470 op->contr->do_los = 1;
559 } 471 }
560 } 472 }
561 else 473 else
562 { 474 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
564 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.");
565 else 477 else
566 { 478 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
570 op->contr->do_los = 1; 482 op->contr->do_los = 1;
571 } 483 }
572 } 484 }
573 } 485 }
574 486
575 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])
576 { 488 {
577 success = 1; 489 success = 1;
578 if (op->type == PLAYER) 490 if (op->type == PLAYER)
579 op->contr->do_los = 1; 491 op->contr->do_los = 1;
580 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.");
581 } 493 }
582 494
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 496 {
585 success = 1; 497 success = 1;
586 if (flag > 0) 498 if (flag > 0)
587 { 499 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
589 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.");
590 else 502 else
591 { 503 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 505 if (op->type == PLAYER)
594 op->contr->do_los = 1; 506 op->contr->do_los = 1;
595 } 507 }
596 } 508 }
597 else 509 else
598 { 510 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
600 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.");
601 else 513 else
602 { 514 {
603 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.");
604 if (op->type == PLAYER) 516 if (op->type == PLAYER)
637 success = 1; 549 success = 1;
638 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.");
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 565 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (RANDOM () % NUM_STATS); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
684 592
685void 593void
686object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
755 return; 663 return;
756 664
757 /* Randomly change the players luck. Basically, we move it 665 /* Randomly change the players luck. Basically, we move it
758 * back neutral (if greater>0, subtract, otherwise add) 666 * back neutral (if greater>0, subtract, otherwise add)
759 */ 667 */
760 if (RANDOM () % (FABS (tmp->stats.luck)) >= RANDOM () % 30) 668 if (rndm (abs (tmp->stats.luck)) >= rndm (30))
761 { 669 {
762 int diff = tmp->stats.luck > 0 ? -1 : 1; 670 int diff = tmp->stats.luck > 0 ? -1 : 1;
763 671
764 stats.luck += diff; 672 stats.luck += diff;
765 tmp->stats.luck += diff; 673 tmp->stats.luck += diff;
772 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 681 */
774void 682void
775object::remove_statbonus () 683object::remove_statbonus ()
776{ 684{
777 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 686 {
779 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 690 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 691}
793 692
794/* 693/*
795 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 695 */
797void 696void
798object::add_statbonus () 697object::add_statbonus ()
799{ 698{
800 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 700 {
802 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 704 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 705}
706
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;
816 746
817/* 747/*
818 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
820 * 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.
821 * This functions starts from base values (archetype or player object) 751 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 752 * and then adjusts them according to what the player has equipped.
823 */ 753 *
824
825/* 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.
826 spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
827 */ 756 */
828
829void 757void
830object::update_stats () 758object::update_stats ()
831{ 759{
832 int i, j;
833 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;
834 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
839 767
840 /* 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 */
841 if (type == PLAYER) 769 if (type == PLAYER)
842 { 770 {
843 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
845 773
846 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 775 contr->encumbrance = 0;
848 776
849 attacktype = 0; 777 attacktype = 0;
778
850 contr->digestion = 0; 779 contr->digestion = 0;
851 contr->gen_hp = 0; 780 contr->gen_hp = 0;
852 contr->gen_sp = 0; 781 contr->gen_sp = 0;
853 contr->gen_grace = 0; 782 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 783 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 784 contr->item_power = 0;
856
857 /* Don't clobber all the range_ values. range_golem otherwise
858 * gets reset for no good reason, and we don't want to reset
859 * range_magic (what spell is readied). These three below
860 * well get filled in based on what the player has equipped.
861 */
862 contr->ranges[range_bow] = NULL;
863 contr->ranges[range_misc] = NULL;
864 contr->ranges[range_skill] = NULL;
865 } 785 }
866 786
867 memcpy (body_used, body_info, sizeof (body_info)); 787 for (int i = NUM_BODY_LOCATIONS; i--; )
788 slot[i].used = slot[i].info;
868 789
869 slaying = 0; 790 slaying = 0;
870 791
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 792 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 793 {
876 797
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
880 801
881 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);
882 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);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 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);
885 806
886 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
812
891 chosen_skill = NULL; 813 chosen_skill = 0;
892 814
893 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
894 * archetype clone 816 * archetype clone
895 */ 817 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
897 819
898 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
899 { 821 {
900 if (resist[i] > 0) 822 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
902 else 824 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
826
904 potion_resist[i] = 0; 827 potion_resist[i] = 0;
905 } 828 }
906 829
907 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
909 832
910 /* 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,
911 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
912 * 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 -
913 * 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,
914 * 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
915 * that their protection from physical goes down 838 * that their protection from physical goes down
916 */ 839 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 841 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
920 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;
921 } 844 }
922 else 845 else
923 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
924 847
925 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 849 speed = arch->speed;
927 850
928 /* 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.
929 * 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.
930 */ 853 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
933 { 855 {
934 /* See note in map.c:update_position about making this additive
935 * since light sources are never applied, need to put check here.
936 */
937 if (tmp->glow_radius > glow_radius)
938 glow_radius = tmp->glow_radius;
939
940 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 857 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 858 * then calls this function.
943 */ 859 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
945 continue; 861 continue;
862
863 glow_radius += tmp->glow_radius;
946 864
947 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
949 { 867 {
950 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
963 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 882 grace_obj = tmp;
965 } 883 }
966 } 884 }
967 885
968 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 887 * objects need to make adjustments.
970 * This block should handle all player specific changes 888 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
972 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
973 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
974 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
975 * up, etc. 893 * up, etc.
976 */ 894 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 895 if ((tmp->flag [FLAG_APPLIED]
896 && tmp->type != CONTAINER
897 && tmp->type != CLOSE_CON)
898 || (tmp->type == SKILL
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
979 { 900 {
980 if (type == PLAYER) 901 if (type == PLAYER)
981 { 902 {
982 if (tmp->type == BOW) 903 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 904
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
986 contr->ranges[range_misc] = tmp; 906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
910 continue;
987 911
988 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
990 914
991 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
992 * spell point recovery and mana point recovery. Seems sort of an arbitary
993 * list, but other items store other info into stats array.
994 */
995 if ((tmp->type == WEAPON) ||
996 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
997 (tmp->type == SHIELD) || (tmp->type == RING) ||
998 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
999 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
1000 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1001 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1002 (tmp->type == SKILL))
1003 { 916 {
1004 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
1006 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 923 }
1011 } /* if this is a player */ 924 } /* if this is a player */
925 else
926 {
927 if (tmp->type == WEAPON)
928 current_weapon = tmp;
929 }
1012 930
1013 /* Update slots used for items */ 931 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 934 slot[i].used += tmp->slot[i].info;
1017 935
1018 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0;
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1023 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1024 939
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 944 */
1030 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1031 { 946 {
1032 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1033 { 948 {
1034 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1035 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1036 */ 951 */
1037 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1038 { 953 {
1039 if (potion_resist[i]) 954 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1041 else 956 else
1042 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1043 } 958 }
1044 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0) 961 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1048 } 963 }
1049 } 964 }
1050 965
1051 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1052 if (tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
968 {
1053 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1054
1055 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
973 move_type |= tmp->move_type;
1058 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type; 975 }
1060 976
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1063 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1064 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1065 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1066 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1067 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1068 978
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1071 981
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 983 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1077 987
1078 if (tmp->stats.exp && tmp->type != SKILL) 988 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 989 {
1080 if (tmp->stats.exp > 0) 990 if (tmp->stats.exp > 0)
1081 { 991 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 992 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 993 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 994 }
1085 else 995 else
1086 added_speed += (float) tmp->stats.exp; 996 added_speed += tmp->stats.exp;
1087 } 997 }
1088 998
1089 switch (tmp->type) 999 switch (tmp->type)
1090 { 1000 {
1001#if 0
1002 case WAND:
1003 case ROD:
1004 case HORN:
1005 if (type != PLAYER || current_weapon == tmp)
1006 chosen_skill = tmp;
1007 break;
1008#endif
1009
1091 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1093 case SKILL: 1012 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1095 break; 1015 break;
1096 1016
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1102 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1103 chosen_skill = tmp; 1027 chosen_skill = tmp;
1104 1028
1105 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1109 1033
1110 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1111 weapon_speed = 0; 1035 weapon_speed = 0;
1112 1036
1113 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 1039
1116 if (tmp->magic) 1040 if (tmp->magic)
1117 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1118 } 1042 }
1119 1043
1120 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 1045 wc -= tmp->stats.wc + tmp->magic;
1122 1046
1123 if (tmp->slaying != NULL) 1047 if (tmp->slaying)
1124 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1125 1049
1126 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 1051 ac -= tmp->stats.ac + tmp->magic;
1128 1052
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1055 }
1136 1056
1137 case SKILL_TOOL:
1138 if (chosen_skill)
1139 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1140
1141 chosen_skill = tmp;
1142
1143 if (type == PLAYER)
1144 contr->ranges[range_skill] = this;
1145 break; 1057 break;
1146 1058
1147 case SHIELD: 1059 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1153 case HELMET: 1065 case HELMET:
1154 case BOOTS: 1066 case BOOTS:
1155 case GLOVES: 1067 case GLOVES:
1156 case CLOAK: 1068 case CLOAK:
1157 if (tmp->stats.wc) 1069 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1070 wc -= tmp->stats.wc + tmp->magic;
1159 1071
1160 if (tmp->stats.dam) 1072 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1073 stats.dam += tmp->stats.dam + tmp->magic;
1162 1074
1163 if (tmp->stats.ac) 1075 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1076 ac -= tmp->stats.ac + tmp->magic;
1165 1077
1166 break; 1078 break;
1167 1079
1080 case BOW:
1168 case WEAPON: 1081 case WEAPON:
1082 if (type != PLAYER || current_weapon == tmp)
1083 {
1169 wc -= (tmp->stats.wc + tmp->magic); 1084 wc -= tmp->stats.wc + tmp->magic;
1170 1085
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1086 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1087 ac -= tmp->stats.ac + tmp->magic;
1173 1088
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1089 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1090 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1091 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1092
1178 if (weapon_speed < 0) 1093 if (weapon_speed < 0)
1179 weapon_speed = 0; 1094 weapon_speed = 0;
1180 1095
1181 slaying = tmp->slaying; 1096 slaying = tmp->slaying;
1097
1182 /* If there is desire that two handed weapons should do 1098 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1099 * extra strength damage, this is where the code should
1184 * go. 1100 * go.
1185 */ 1101 */
1186 current_weapon = tmp; 1102
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1103 if (type == PLAYER)
1104 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1105 contr->encumbrance += tmp->weight * 3 / 1000;
1106 }
1189 1107
1190 break; 1108 break;
1191 1109
1192 case ARMOUR: /* Only the best of these three are used: */ 1110 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1111 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1112 contr->encumbrance += tmp->weight / 1000;
1195 1113
1196 case BRACERS: 1114 case BRACERS:
1197 case FORCE: 1115 case FORCE:
1198 if (tmp->stats.wc) 1116 if (tmp->stats.wc)
1199 { 1117 {
1216 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1218 } 1136 }
1219 1137
1220 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1222 1140
1223 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1225 1143
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1144 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1146
1229 break; 1147 break;
1230 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1231 } /* item is equipped */ 1149 } /* item is equipped */
1232 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1233 1153
1234 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1235 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1236 */ 1156 */
1237 1157
1239 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1163 */
1244 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1165 {
1246 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1247 1167
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1249 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1250 } 1170 }
1251 1171
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1172 if (type == PLAYER)
1254 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1181 int pl_level;
1256 1182
1257 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1258 pl_level = level; 1184 pl_level = level;
1259 1185
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1262 1188
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1264 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1191 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1194 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1196
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1273 j++; 1199 j++;
1274 else 1200 else
1275 j--; 1201 j--;
1276 }
1277 1202
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1204 }
1280 1205
1281 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1207
1284 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1286 1210
1287 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1300 1224
1301 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1226 stats.maxsp = 1;
1303 else 1227 else
1304 { 1228 {
1305 sp_tmp = 0.0; 1229 float sp_tmp = 0.f;
1306 1230
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1232 {
1309 float stmp; 1233 float stmp;
1310 1234
1311 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1312 if (i < 2) 1236 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1238 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1240
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1321 } 1242 }
1322 1243
1323 stats.maxsp = (int) sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1324
1325 for (i = 11; i <= mana_obj->level; i++)
1326 stats.maxsp += 2;
1327 } 1245 }
1246
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1249
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1252 grace_obj = this;
1335 1253
1340 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1341 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1342 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1262 */
1345 sp_tmp = 0.0; 1263 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1266 {
1348 float grace_tmp = 0.0; 1267 float grace_tmp = 0.f;
1349 1268
1350 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1351 if (i < 2) 1270 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1353 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1354 else 1272 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1274
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1362 } 1276 }
1363 1277
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1280 }
1281
1370 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1371 1283
1372 if (contr->braced) 1284 if (contr->braced)
1373 { 1285 {
1374 ac += 2; 1286 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1390 */ 1302 */
1303 object *wc_obj = chosen_skill;
1391 1304
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1306 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1308
1395 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1396 { 1310 {
1397 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1312 if (!(i % 6))
1399 wc--; 1313 wc--;
1314
1400 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1318 }
1404 } 1319 }
1405 else 1320 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1321 wc -= level + thaco_bonus[stats.Str];
1407 1322
1408 stats.dam += dam_bonus[stats.Str]; 1323 stats.dam += dam_bonus[stats.Str];
1409 1324
1410 if (stats.dam < 1) 1325 if (stats.dam < 1)
1411 stats.dam = 1; 1326 stats.dam = 1;
1412 1327
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1328 speed = 1.f + speed_bonus[stats.Dex];
1414 1329
1415 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1331 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1332 } /* End if player */
1422 1333
1423 if (added_speed >= 0) 1334 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1335 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1336 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1337 speed /= 1.f - added_speed;
1427 1338
1428 /* Max is determined by armour */ 1339 /* Max is determined by armour */
1429 if (speed > max) 1340 speed = min (speed, max_speed);
1430 speed = max;
1431 1341
1432 if (type == PLAYER) 1342 if (type == PLAYER)
1433 { 1343 {
1434 /* f is a number the represents the number of kg above (positive num) 1344 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above 1345 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1346 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1347 * much above he is, and what is max carry is
1438 */ 1348 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1349 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1350 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1351 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1352 }
1443 1353
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1354 speed += bonus_speed / 10.f; /* Not affected by limits */
1355 speed *= speed_reduce_from_disease;
1445 1356
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1357 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1358 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1359 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER) 1360 if (speed < 0.04f && type == PLAYER)
1452 speed = 0.01; 1361 speed = 0.04f;
1362
1363 if (speed != old_speed)
1364 set_speed (speed);
1453 1365
1454 if (type == PLAYER) 1366 if (type == PLAYER)
1455 { 1367 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1368 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1369 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1370 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1371 * that would just be a real pain to read.
1462 */ 1372 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1373 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1374 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1375 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1376 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1377 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1378 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1379
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1380 K *= (4 + level) * 1.2f / (6 + level);
1381
1470 if (K <= 0) 1382 if (K <= 0.01f)
1471 K = 0.01; 1383 K = 0.01f;
1472 S = speed / (K * s); 1384
1473 contr->weapon_sp = S; 1385 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1386 }
1475 1387
1476 /* I want to limit the power of small monsters with big weapons: */ 1388 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1389 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1390 stats.dam = arch->stats.dam * 3;
1479 1391
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1392 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1393 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1482 * so its value is the same.
1483 */
1484 if (wc > 120)
1485 wc = 120;
1486 else if (wc < -120)
1487 wc = -120;
1488
1489 stats.wc = wc;
1490
1491 if (ac > 120)
1492 ac = 120;
1493 else if (ac < -120)
1494 ac = -120;
1495
1496 stats.ac = ac;
1497 1394
1498 /* if for some reason the creature doesn't have any move type, 1395 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1396 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1397 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1398 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1401 if (move_type == 0)
1505 move_type = MOVE_WALK; 1402 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1403 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1404 move_type &= ~MOVE_WALK;
1508 1405
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed, 1406 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1407 * so we will check that now.
1514 */ 1408 */
1515 if (type == PLAYER) 1409 if (type == PLAYER)
1516 { 1410 {
1517 esrv_update_stats (contr); 1411 esrv_update_stats (contr);
1518 esrv_update_spells (contr); 1412 esrv_update_spells (contr);
1413 }
1414
1415 // update the mapspace, if we are on a map
1416 if (!flag [FLAG_REMOVED] && map)
1417 map->at (x, y).flags_ = 0;
1418}
1419
1420void
1421object::set_glow_radius (sint8 rad)
1422{
1423 glow_radius = rad;
1424
1425 if (is_on_map ())
1426 update_all_los (map, x, y);
1427 else if (object *env = outer_env ())
1428 {
1429 env->update_stats ();
1430
1431 if (env->is_on_map ())
1432 update_all_los (env->map, env->x, env->y);
1519 } 1433 }
1520} 1434}
1521 1435
1522/* 1436/*
1523 * Returns true if the given player is a legal class. 1437 * Returns true if the given player is a legal class.
1527 * false otherwise. 1441 * false otherwise.
1528 */ 1442 */
1529int 1443int
1530allowed_class (const object *op) 1444allowed_class (const object *op)
1531{ 1445{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1446 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1447 && op->stats.Str > 0
1448 && op->stats.Con > 0
1449 && op->stats.Int > 0
1450 && op->stats.Wis > 0
1451 && op->stats.Pow > 0
1452 && op->stats.Cha > 0;
1534} 1453}
1535 1454
1536/* 1455/*
1537 * set the new dragon name after gaining levels or 1456 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1457 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation) 1458 * eventually change the player's face and animation)
1540 *
1541 * Note that the title is written to 'own_title' in the
1542 * player struct. This should be changed to 'ext_title'
1543 * as soon as clients support this!
1544 * Please, anyone, write support for 'ext_title'.
1545 */ 1459 */
1546void 1460void
1547set_dragon_name (object *pl, const object *abil, const object *skin) 1461set_dragon_name (object *pl, const object *abil, const object *skin)
1548{ 1462{
1549 int atnr = -1; /* attacknumber of highest level */ 1463 int atnr = -1; /* attacknumber of highest level */
1567 /* now if there are equals at highest level, pick the one with focus, 1481 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */ 1482 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1483 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp; 1484 atnr = abil->stats.exp;
1571 1485
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */ 1486 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1579 else if (level == 1)
1580 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1488 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1581 else if (level == 2)
1582 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1489 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1583 else if (level == 3)
1584 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1490 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1585 else 1491 else
1586 { 1492 {
1587 /* special titles for extra high resistance! */ 1493 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1494 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1590 else if (skin->resist[atnr] > 50)
1591 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1495 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1592 else
1593 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1496 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1594 }
1595 } 1497 }
1596 1498
1597 strcpy (pl->contr->own_title, ""); 1499 strcpy (pl->contr->own_title, "");
1598} 1500}
1599 1501
1609 object *skin = NULL; /* pointer to dragon skin force */ 1511 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1512 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1513 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1514
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1515 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 for (tmp = who->inv; tmp != NULL; tmp = tmp->below) 1516 for (tmp = who->inv; tmp; tmp = tmp->below)
1615 {
1616 if (tmp->type == FORCE) 1517 if (tmp->type == FORCE)
1617 { 1518 if (tmp->arch->archname == shstr_dragon_ability_force)
1618 if (strcmp (tmp->arch->name, "dragon_ability_force") == 0)
1619 abil = tmp; 1519 abil = tmp;
1620 if (strcmp (tmp->arch->name, "dragon_skin_force") == 0) 1520 else if (tmp->arch->archname == shstr_dragon_skin_force)
1621 skin = tmp; 1521 skin = tmp;
1622 } 1522
1623 }
1624 /* if the force is missing -> bail out */ 1523 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1524 if (abil == NULL)
1626 return; 1525 return;
1627 1526
1628 /* The ability_force keeps track of maximum level ever achieved. 1527 /* The ability_force keeps track of maximum level ever achieved.
1669 object *skill_obj; 1568 object *skill_obj;
1670 1569
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1570 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj) 1571 if (!skill_obj)
1673 { 1572 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1573 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1675 return NULL; 1574 return NULL;
1676 } 1575 }
1576
1677 /* clear the flag - exp goes into this bucket, but player 1577 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1578 * still doesn't know it.
1679 */ 1579 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1580 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1581 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1582 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1583 op->insert (skill_obj);
1684 1584
1685 if (op->contr) 1585 if (player *pl = op->contr)
1686 { 1586 pl->link_skills ();
1687 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1688 if (op->contr->ns)
1689 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1690 }
1691 1587
1692 return skill_obj; 1588 return skill_obj;
1693} 1589}
1694
1695 1590
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1591/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1592 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1593 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1594 * don't really gain levels
1702 */ 1597 */
1703void 1598void
1704player_lvl_adj (object *who, object *op) 1599player_lvl_adj (object *who, object *op)
1705{ 1600{
1706 char buf[MAX_BUF]; 1601 char buf[MAX_BUF];
1602 bool changed = false;
1707 1603
1708 if (!op) /* when rolling stats */ 1604 if (!op) /* when rolling stats */
1709 op = who; 1605 op = who;
1710 1606
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1607 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1608 {
1609 changed = true;
1610
1713 op->level++; 1611 op->level++;
1714 1612
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1613 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1716 dragon_level_gain (who); 1614 dragon_level_gain (who);
1717 1615
1718 /* Only roll these if it is the player (who) that gained the level */ 1616 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1617 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1618 {
1721 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1619 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1722 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1620 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1723 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1621 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724 } 1622 }
1725 1623
1726 who->update_stats ();
1727 if (op->level > 1) 1624 if (op->level > 1)
1728 { 1625 {
1729 if (op->type != PLAYER) 1626 if (op->type != PLAYER)
1627 {
1628 who->contr->play_sound (sound_find ("skill_up"));
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1629 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1630 }
1731 else 1631 else
1632 {
1633 who->contr->play_sound (sound_find ("level_up"));
1732 sprintf (buf, "You are now level %d.", op->level); 1634 sprintf (buf, "You are now level %d.", op->level);
1635 }
1636
1733 if (who) 1637 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1639 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1640 }
1641
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1642 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1643 {
1644 changed = true;
1645
1740 op->level--; 1646 op->level--;
1741 who->update_stats (); 1647
1742 if (op->type != PLAYER) 1648 if (op->type != PLAYER)
1743 { 1649 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1650 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1745 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1651 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1652 }
1747 player_lvl_adj (who, op); /* To decrease more levels */ 1653 }
1654
1655 if (changed)
1748 } 1656 {
1749 1657 who->update_stats ();
1658 esrv_update_stats (who->contr);
1750 /* check if the spell data has changed */ 1659 /* check if the spell data has changed */
1751 esrv_update_stats (who->contr);
1752 esrv_update_spells (who->contr); 1660 esrv_update_spells (who->contr);
1661 }
1753} 1662}
1754 1663
1755/* 1664/*
1756 * Returns how much experience is needed for a player to become 1665 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level 1666 * the given level. level should really never exceed max_level
1760sint64 1669sint64
1761level_exp (int level, double expmul) 1670level_exp (int level, double expmul)
1762{ 1671{
1763 if (level > settings.max_level) 1672 if (level > settings.max_level)
1764 return (sint64) (expmul * levels[settings.max_level]); 1673 return (sint64) (expmul * levels[settings.max_level]);
1674
1765 return (sint64) (expmul * levels[level]); 1675 return (sint64) (expmul * levels[level]);
1766} 1676}
1767 1677
1768/* 1678/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1679 * Ensure that the permanent experience requirements in an exp object are met.
1800 * flag is what to do if the player doesn't have the skill: 1710 * flag is what to do if the player doesn't have the skill:
1801 */ 1711 */
1802static void 1712static void
1803add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1713add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1804{ 1714{
1805 object *skill_obj = NULL; 1715 object *skill_obj;
1806 sint64 limit, exp_to_add; 1716 sint64 limit, exp_to_add;
1807 int i; 1717 int i;
1808 1718
1809 /* prevents some forms of abuse. */ 1719 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1720 if (op->contr->braced)
1811 exp = exp / 5; 1721 exp /= 5;
1812 1722
1813 /* Try to find the matching skill. 1723 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1724 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1725 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1726 * the players inventory.
1817 */ 1727 */
1728 skill_obj = 0;
1729
1818 if (skill_name) 1730 if (skill_name)
1819 { 1731 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1732 skill_obj = op->contr->find_skill (skill_name);
1821 skill_obj = op->chosen_skill;
1822 else
1823 {
1824 for (i = 0; i < NUM_SKILLS; i++)
1825 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1826 {
1827 skill_obj = op->contr->last_skill_ob[i];
1828 break;
1829 }
1830 1733
1831 /* Player doesn't have the skill. Check to see what to do, and give 1734 /* Player doesn't have the skill. Check to see what to do, and give
1832 * it to the player if necessary 1735 * it to the player if necessary
1833 */ 1736 */
1834 if (!skill_obj) 1737 if (!skill_obj)
1835 { 1738 {
1836 if (flag == SK_EXP_NONE) 1739 if (flag == SK_EXP_NONE)
1837 return; 1740 return;
1741
1838 else if (flag == SK_EXP_ADD_SKILL) 1742 if (flag == SK_EXP_ADD_SKILL)
1839 give_skill_by_name (op, skill_name); 1743 skill_obj = give_skill_by_name (op, skill_name);
1840 }
1841 } 1744 }
1842 } 1745 }
1843 1746
1844 if (flag != SK_EXP_SKILL_ONLY) 1747 if (flag != SK_EXP_SKILL_ONLY)
1845 { 1748 {
1878 player_lvl_adj (op, skill_obj); 1781 player_lvl_adj (op, skill_obj);
1879 } 1782 }
1880} 1783}
1881 1784
1882/* This function checks to make sure that object 'op' can 1785/* This function checks to make sure that object 'op' can
1883 * lost 'exp' experience. It returns the amount of exp 1786 * lose 'exp' experience. It returns the amount of exp
1884 * object 'op' can in fact lose - it basically makes 1787 * object 'op' can in fact lose - it basically makes
1885 * adjustments based on permanent exp and the like. 1788 * adjustments based on permanent exp and the like.
1886 * This function should always be used for losing experience - 1789 * This function should always be used for losing experience -
1887 * the 'exp' value passed should be positive - this is the 1790 * the 'exp' value passed should be positive - this is the
1888 * amount that should get subtract from the player. 1791 * amount that should get subtract from the player.
1892{ 1795{
1893 sint64 del_exp; 1796 sint64 del_exp;
1894 1797
1895 if (exp > op->stats.exp) 1798 if (exp > op->stats.exp)
1896 exp = op->stats.exp; 1799 exp = op->stats.exp;
1800
1897 if (settings.permanent_exp_ratio) 1801 if (settings.permanent_exp_ratio)
1898 { 1802 {
1899 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1803 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1804
1900 if (del_exp < 0) 1805 if (del_exp < 0)
1901 del_exp = 0; 1806 del_exp = 0;
1807
1902 if (exp > del_exp) 1808 if (exp > del_exp)
1903 exp = del_exp; 1809 exp = del_exp;
1904 } 1810 }
1811
1905 return exp; 1812 return exp;
1906} 1813}
1907 1814
1908sint64 1815sint64
1909check_exp_adjust (const object *op, sint64 exp) 1816check_exp_adjust (const object *op, sint64 exp)
1910{ 1817{
1911 if (exp < 0) 1818 if (exp < 0)
1912 return check_exp_loss (op, exp); 1819 return check_exp_loss (op, exp);
1913 else 1820 else
1914 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1821 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1915} 1822}
1916
1917 1823
1918/* Subtracts experience from player. 1824/* Subtracts experience from player.
1919 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1825 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1920 * only subtract from the matching skill. Otherwise, 1826 * only subtract from the matching skill. Otherwise,
1921 * this subtracts a portion from all 1827 * this subtracts a portion from all
1935 sint64 del_exp; 1841 sint64 del_exp;
1936 1842
1937 for (tmp = op->inv; tmp; tmp = tmp->below) 1843 for (tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->type == SKILL && tmp->stats.exp) 1844 if (tmp->type == SKILL && tmp->stats.exp)
1939 { 1845 {
1940 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1846 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1941 { 1847 {
1942 del_exp = check_exp_loss (tmp, exp); 1848 del_exp = check_exp_loss (tmp, exp);
1943 tmp->stats.exp -= del_exp; 1849 tmp->stats.exp -= del_exp;
1944 player_lvl_adj (op, tmp); 1850 player_lvl_adj (op, tmp);
1945 } 1851 }
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1857 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction));
1952 tmp->stats.exp -= del_exp; 1858 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1859 player_lvl_adj (op, tmp);
1954 } 1860 }
1955 } 1861 }
1862
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1863 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1864 {
1958 del_exp = check_exp_loss (op, exp); 1865 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1866 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1867 player_lvl_adj (op, NULL);
1961 } 1868 }
1962} 1869}
1963
1964
1965 1870
1966/* change_exp() - changes experience to a player/monster. This 1871/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1872 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1873 *
1969 * The exp passed is typically not modified much by this function - 1874 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1875 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1876 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1877 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1878 * these last two values are only used for players.
1974 */ 1879 */
1975
1976void 1880void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1881change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1978{ 1882{
1979
1980#ifdef EXP_DEBUG 1883#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1884 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1885#endif
1983 1886
1984 /* safety */ 1887 /* safety */
2025 else 1928 else
2026 /* note that when you lose exp, it doesn't go against 1929 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1930 * a particular skill, so we don't need to pass that
2028 * along. 1931 * along.
2029 */ 1932 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1933 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1934 }
2033} 1935}
2034 1936
2035/* Applies a death penalty experience, the size of this is defined by the 1937/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1938 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1939 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1940 */
2039
2040void 1941void
2041apply_death_exp_penalty (object *op) 1942apply_death_exp_penalty (object *op)
2042{ 1943{
2043 object *tmp;
2044 sint64 loss; 1944 sint64 loss;
2045 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1945 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2046 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1946 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2047 1947
2048 for (tmp = op->inv; tmp; tmp = tmp->below) 1948 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2049 if (tmp->type == SKILL && tmp->stats.exp) 1949 if (tmp->type == SKILL && tmp->stats.exp)
2050 { 1950 {
2051
2052 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1951 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2053 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1952 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2054 1953
2055 /* With the revised exp system, you can get cases where 1954 /* With the revised exp system, you can get cases where
2056 * losing several levels would still require that you have more 1955 * losing several levels would still require that you have more
2058 * tables is a lot harder. 1957 * tables is a lot harder.
2059 */ 1958 */
2060 if (level_loss < 0) 1959 if (level_loss < 0)
2061 level_loss = 0; 1960 level_loss = 0;
2062 1961
2063 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1962 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2064 1963
2065 tmp->stats.exp -= loss; 1964 tmp->stats.exp -= loss;
2066 player_lvl_adj (op, tmp); 1965 player_lvl_adj (op, tmp);
2067 } 1966 }
2068 1967
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1968 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1969 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1970
2071 if (level_loss < 0) 1971 if (level_loss < 0)
2072 level_loss = 0; 1972 level_loss = 0;
1973
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1974 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2074 1975
2075 op->stats.exp -= loss; 1976 op->stats.exp -= loss;
2076 player_lvl_adj (op, NULL); 1977 player_lvl_adj (op, NULL);
2077} 1978}
2078 1979

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