ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/common/living.C
(Generate patch)

Comparing deliantra/server/common/living.C (file contents):
Revision 1.31 by root, Thu Jan 18 19:42:09 2007 UTC vs.
Revision 1.124 by root, Sat Apr 23 04:56:45 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
233const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 232};
236 233
237/* 234/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274void 238void
275change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
276{ 240{
277 if (value == 0) 241 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 242}
328 243
329/* 244/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 246 * 1-30 stat limit.
332 */ 247 */
333
334void 248void
335check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
336{ 250{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
341 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 255 }
344} 256}
345 257
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 259
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 263 */
352#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 266
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 268
357/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 270 * the object.
359 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 272 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 278 * that gives them that ability.
367 */ 279 */
368int 280int
369change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
370{ 282{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
378 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 294
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
300
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 369 }
460 370
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 372 {
463 success = 1; 373 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 375 }
466 376
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 378 {
469 success = 1; 379 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 381 }
472 382
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
478 388
480 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 393 * from fly high)
484 */ 394 */
485 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
486 { 396 {
487 success = 1; 397 success = 1;
488 398
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
491 */ 401 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 403 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 405 }
496 406
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 418 }
511 419
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 421 * originally undead may change their status
514 */ 422 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 425 {
518 success = 1; 426 success = 1;
519 if (flag > 0) 427 if (flag > 0)
520 { 428 {
521 op->race = "undead"; 429 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 431 }
524 else 432 else
525 { 433 {
526 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 436 }
529 } 437 }
530 438
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 440 {
533 success = 1; 441 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 443 }
536 444
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 446 {
539 success = 1; 447 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 449 }
542 450
543 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 452 * vision
545 */ 453 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
547 { 455 {
548 success = 1; 456 success = 1;
549 if (flag > 0) 457 if (flag > 0)
550 { 458 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 461 else
554 { 462 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
557 if (op->type == PLAYER) 465 if (op->type == PLAYER)
558 op->contr->do_los = 1; 466 op->contr->do_los = 1;
559 } 467 }
560 } 468 }
561 else 469 else
562 { 470 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 473 else
566 { 474 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
569 if (op->type == PLAYER) 477 if (op->type == PLAYER)
570 op->contr->do_los = 1; 478 op->contr->do_los = 1;
571 } 479 }
572 } 480 }
573 } 481 }
574 482
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 484 {
577 success = 1; 485 success = 1;
578 if (op->type == PLAYER) 486 if (op->type == PLAYER)
579 op->contr->do_los = 1; 487 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 489 }
582 490
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 492 {
585 success = 1; 493 success = 1;
586 if (flag > 0) 494 if (flag > 0)
587 { 495 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 498 else
591 { 499 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 501 if (op->type == PLAYER)
594 op->contr->do_los = 1; 502 op->contr->do_los = 1;
595 } 503 }
596 } 504 }
597 else 505 else
598 { 506 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 509 else
602 { 510 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 512 if (op->type == PLAYER)
611 { 519 {
612 success = 1; 520 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 } 522 }
615 523
524 if (digest_types [tmp->type])
525 {
616 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
617 { 527 {
618 success = 1; 528 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 } 530 }
621 531
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
623 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
624 success = 1; 535 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 } 537 }
627 538
628 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
630 { 541 {
631 success = 1; 542 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 } 544 }
634 545
635 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
636 { 547 {
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 565 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (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{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
698 { 606 {
699 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
700 608
701 if (!tmp) 609 if (!tmp)
702 { 610 {
703 tmp = arch_to_object (at); 611 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
706 } 614 }
707 } 615 }
708 616
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
716 * via an applied bad_luck object. 624 * via an applied bad_luck object.
717 */ 625 */
718void 626void
719object::change_luck (int value) 627object::change_luck (int value)
720{ 628{
721 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 636 if (!tmp)
729 { 637 {
730 if (!value) 638 if (!value)
731 return; 639 return;
732 640
733 tmp = arch_to_object (at); 641 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
736 } 644 }
737 645
738 if (value) 646 if (value)
739 { 647 {
740 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
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)) >= rndm (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
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
816 720
817/* 721/*
818 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 725 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 726 * and then adjusts them according to what the player has equipped.
823 */ 727 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 728 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
827 */ 730 */
828
829void 731void
830object::update_stats () 732object::update_stats ()
831{ 733{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 735 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 736 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 737 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 738 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 739 float old_speed = speed;
740 int stat_sum [NUM_STATS];
741
742 MoveType move_type; // we use change_move_type to change it, so use a local copy
839 743
840 /* First task is to clear all the values back to their original values */ 744 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 745 if (type == PLAYER)
842 { 746 {
747 contr->delayed_update = false;
748
843 for (i = 0; i < NUM_STATS; i++) 749 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 750 stat_sum [i] = contr->orig_stats.stat (i);
845 751
846 if (settings.spell_encumbrance == TRUE) 752 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 753 contr->encumbrance = 0;
848 754
849 attacktype = 0; 755 attacktype = 0;
756
850 contr->digestion = 0; 757 contr->digestion = 0;
851 contr->gen_hp = 0; 758 contr->gen_hp = 0;
852 contr->gen_sp = 0; 759 contr->gen_sp = 0;
853 contr->gen_grace = 0; 760 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 761 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 762 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 } 763 }
866 764
867 memcpy (body_used, body_info, sizeof (body_info)); 765 for (int i = NUM_BODY_LOCATIONS; i--; )
766 slot[i].used = slot[i].info;
868 767
869 slaying = 0; 768 slaying = 0;
870 769
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 770 if (!this->flag [FLAG_WIZ])
872 {
873 CLEAR_FLAG (this, FLAG_XRAYS);
874 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
875 } 771 {
772 this->clr_flag (FLAG_XRAYS);
773 this->clr_flag (FLAG_MAKE_INVIS);
774 }
876 775
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 776 this->clr_flag (FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 777 this->clr_flag (FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 778 this->clr_flag (FLAG_BLIND);
880 779
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 780 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 781 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 782 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 783 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
885 784
886 path_attuned = arch->clone.path_attuned; 785 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 786 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 787 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 788 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 789 move_type = arch->move_type;
891 chosen_skill = NULL;
892 790
893 /* initializing resistances from the values in player/monster's 791 /* initializing resistances from the values in player/monster's
894 * archetype clone 792 * archetype clone
895 */ 793 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 794 memcpy (&resist, &arch->resist, sizeof (resist));
897 795
898 for (i = 0; i < NROFATTACKS; i++) 796 for (int i = 0; i < NROFATTACKS; i++)
899 { 797 {
900 if (resist[i] > 0) 798 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 799 prot[i] = resist[i], vuln[i] = 0;
902 else 800 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 801 vuln[i] = -resist[i], prot[i] = 0;
802
904 potion_resist[i] = 0; 803 potion_resist[i] = -1000;
905 } 804 }
906 805
907 wc = arch->clone.stats.wc; 806 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 807 stats.dam = arch->stats.dam;
909 808
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 809 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 810 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 811 * 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, 812 * 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 813 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 814 * that their protection from physical goes down
916 */ 815 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 816 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
918 { 817 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 818 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 819 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 820 }
922 else 821 else
923 ac = arch->clone.stats.ac; 822 ac = arch->stats.ac;
924 823
925 stats.luck = arch->clone.stats.luck; 824 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 825 speed = arch->speed;
826
827 chosen_skill = 0;
927 828
928 /* OK - we've reset most all the objects attributes to sane values. 829 /* 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. 830 * now go through and make adjustments for what the player has equipped.
930 */ 831 */
931
932 for (tmp = inv; tmp; tmp = tmp->below) 832 for (tmp = inv; tmp; tmp = tmp->below)
933 { 833 {
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 834 /* This happens because apply_potion calls change_abil with the potion
941 * applied so we can tell the player what chagned. But change_abil 835 * applied so we can tell the player what changed. But change_abil
942 * then calls this function. 836 * then calls this function.
943 */ 837 */
944 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 838 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
945 continue; 839 continue;
840
841 glow_radius += tmp->glow_radius;
946 842
947 /* For some things, we don't care what is equipped */ 843 /* For some things, we don't care what is equipped */
948 if (tmp->type == SKILL) 844 if (tmp->type == SKILL)
949 { 845 {
950 /* Want to take the highest skill here. */ 846 /* Want to take the highest skill here. */
963 else if (tmp->level > grace_obj->level) 859 else if (tmp->level > grace_obj->level)
964 grace_obj = tmp; 860 grace_obj = tmp;
965 } 861 }
966 } 862 }
967 863
968 /* Container objects are not meant to adjust a players, but other applied 864 /* Container objects are not meant to adjust players, but other applied
969 * objects need to make adjustments. 865 * objects need to make adjustments.
970 * This block should handle all player specific changes 866 * This block should handle all player specific changes
971 * The check for Praying is a bit of a hack - god given bonuses are put 867 * 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. 868 * 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, 869 * 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 870 * because the skill shouldn't count against body positions being used
975 * up, etc. 871 * up, etc.
976 */ 872 */
977 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 873 if ((tmp->flag [FLAG_APPLIED]
874 && tmp->type != CONTAINER
875 && tmp->type != CLOSE_CON
876 && tmp->type != SPELL)
978 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 877 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
979 { 878 {
980 if (type == PLAYER) 879 if (type == PLAYER)
981 { 880 {
982 if (tmp->type == BOW) 881 contr->item_power += tmp->item_power;
983 contr->ranges[range_bow] = tmp;
984 882
985 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
986 contr->ranges[range_misc] = tmp;
987
988 for (i = 0; i < NUM_STATS; i++) 883 for (int i = 0; i < NUM_STATS; i++)
989 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 884 stat_sum [i] += tmp->stats.stat (i);
990 885
991 /* these are the items that currently can change digestion, regeneration, 886 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 { 887 {
1004 contr->digestion += tmp->stats.food; 888 contr->digestion += tmp->stats.food;
1005 contr->gen_hp += tmp->stats.hp; 889 contr->gen_hp += tmp->stats.hp;
890 if (tmp->type != BOW) // ugly exception for bows
1006 contr->gen_sp += tmp->stats.sp; 891 contr->gen_sp += tmp->stats.sp;
1007 contr->gen_grace += tmp->stats.grace; 892 contr->gen_grace += tmp->stats.grace;
1008 contr->gen_sp_armour += tmp->gen_sp_armour; 893 contr->gen_sp_armour += tmp->gen_sp_armour;
1009 contr->item_power += tmp->item_power;
1010 } 894 }
1011 } /* if this is a player */ 895 } /* if this is a player */
896 else
897 {
898 if (tmp->type == WEAPON)
899 current_weapon = tmp;
900 }
1012 901
1013 /* Update slots used for items */ 902 /* Update slots used for items */
1014 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 903 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1015 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 904 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1016 body_used[i] += tmp->body_info[i]; 905 slot[i].used += tmp->slot[i].info;
1017 906
1018 if (tmp->type == SYMPTOM) 907 if (tmp->type == SYMPTOM)
1019 {
1020 speed_reduce_from_disease = tmp->last_sp / 100.0; 908 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 if (speed_reduce_from_disease == 0)
1022 speed_reduce_from_disease = 1;
1023 }
1024 909
1025 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 910 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1026 * (Negative protections are calculated extactly like positive.) 911 * (Negative protections are calculated exactly like positive.)
1027 * Resistance from potions are treated special as well. If there's 912 * Resistance from potions are treated special as well. If there's
1028 * more than one potion-effect, the bigger prot.-value is taken. 913 * more than one potion-effect, the bigger prot.-value is taken.
1029 */ 914 */
915 if (tmp->type == POTION_EFFECT)
916 for (int i = 0; i < NROFATTACKS; i++)
917 max_it (potion_resist[i], tmp->resist[i]);
1030 if (tmp->type != POTION) 918 else if (tmp->type != POTION)
919 for (int i = 0; i < NROFATTACKS; i++)
920 if (tmp->resist[i] > 0)
921 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
922 else if (tmp->resist[i] < 0)
923 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
924
925 /* There may be other things that should not adjust the attacktype */
926 if (tmp->type != SYMPTOM)
1031 { 927 {
1032 for (i = 0; i < NROFATTACKS; i++) 928 attacktype |= tmp->attacktype;
1033 { 929 path_attuned |= tmp->path_attuned;
1034 /* Potential for cursed potions, in which case we just can use 930 path_repelled |= tmp->path_repelled;
1035 * a straight MAX, as potion_resist is initialised to zero. 931 path_denied |= tmp->path_denied;
1036 */ 932 move_type |= tmp->move_type;
1037 if (tmp->type == POTION_EFFECT) 933 stats.luck += tmp->stats.luck;
1038 {
1039 if (potion_resist[i])
1040 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1041 else
1042 potion_resist[i] = tmp->resist[i];
1043 }
1044 else if (tmp->resist[i] > 0)
1045 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 else if (tmp->resist[i] < 0)
1047 vuln[i] += ((100 - vuln[i]) * (-tmp->resist[i])) / 100;
1048 }
1049 } 934 }
1050 935
1051 /* There may be other things that should not adjust the attacktype */ 936 flag |= tmp->flag & copy_flags;
1052 if (tmp->type != BOW && tmp->type != SYMPTOM)
1053 attacktype |= tmp->attacktype;
1054 937
1055 path_attuned |= tmp->path_attuned; 938 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1056 path_repelled |= tmp->path_repelled; 939 this->set_flag (FLAG_UNDEAD);
1057 path_denied |= tmp->path_denied;
1058 stats.luck += tmp->stats.luck;
1059 move_type |= tmp->move_type;
1060 940
1061 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 941 //TODO: copy_flags?
1062 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 942 if (tmp->flag [FLAG_MAKE_INVIS])
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
1069 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1070 SET_FLAG (this, FLAG_UNDEAD);
1071
1072 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1073 { 943 {
1074 SET_FLAG (this, FLAG_MAKE_INVIS); 944 set_flag (FLAG_MAKE_INVIS);
1075 invisible = 1; 945 invisible = 1;
1076 } 946 }
1077 947
1078 if (tmp->stats.exp && tmp->type != SKILL) 948 if (tmp->stats.exp && tmp->type != SKILL)
1079 { 949 {
1080 if (tmp->stats.exp > 0) 950 if (tmp->stats.exp > 0)
1081 { 951 {
1082 added_speed += (float) tmp->stats.exp / 3.0; 952 added_speed += tmp->stats.exp / 3.f;
1083 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 953 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1084 } 954 }
1085 else 955 else
1086 added_speed += (float) tmp->stats.exp; 956 added_speed += tmp->stats.exp;
1087 } 957 }
1088 958
1089 switch (tmp->type) 959 switch (tmp->type)
1090 { 960 {
1091 /* skills modifying the character -b.t. */
1092 /* for all skills and skill granting objects */
1093 case SKILL: 961 case SKILL:
1094 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 962 {
963 // some skills will end up here without counting as "applied"
964 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1095 break; 965 break;
1096 966
1097 if (IS_COMBAT_SKILL (tmp->subtype))
1098 wc_obj = tmp;
1099
1100 if (chosen_skill) 967 if (chosen_skill)
968 {
1101 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 969 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
970 &name, &chosen_skill->name, &tmp->name);
1102 971
972 tmp->flag [FLAG_APPLIED] = false;
973 update_stats ();
974 return;
975 }
976
1103 chosen_skill = tmp; 977 chosen_skill = tmp;
1104 978
1105 if (tmp->stats.dam > 0) 979 if (tmp->stats.dam > 0)
1106 { /* skill is a 'weapon' */ 980 { /* skill is a 'weapon' */
1107 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 981 if (!this->flag [FLAG_READY_WEAPON])
1108 weapon_speed = (int) WEAPON_SPEED (tmp); 982 weapon_speed = max (0, WEAPON_SPEED (tmp));
1109 983
1110 if (weapon_speed < 0)
1111 weapon_speed = 0;
1112
1113 weapon_weight = tmp->weight; 984 weapon_weight = tmp->weight;
1114 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 985 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1115 986
1116 if (tmp->magic) 987 if (tmp->magic)
1117 stats.dam += tmp->magic; 988 stats.dam += tmp->magic;
1118 } 989 }
1119 990
1120 if (tmp->stats.wc) 991 if (tmp->stats.wc)
1121 wc -= (tmp->stats.wc + tmp->magic); 992 wc -= tmp->stats.wc + tmp->magic;
1122 993
1123 if (tmp->slaying != NULL) 994 if (tmp->slaying)
1124 slaying = tmp->slaying; 995 slaying = tmp->slaying;
1125 996
1126 if (tmp->stats.ac) 997 if (tmp->stats.ac)
1127 ac -= (tmp->stats.ac + tmp->magic); 998 ac -= tmp->stats.ac + tmp->magic;
1128 999
1129 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1000 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1130 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1001 contr->encumbrance += 3 * tmp->weight / 1000;
1131
1132 if (type == PLAYER)
1133 contr->ranges[range_skill] = this;
1134
1135 break; 1002 }
1136 1003
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; 1004 break;
1146 1005
1147 case SHIELD: 1006 case SHIELD:
1148 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1007 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1149 contr->encumbrance += (int) tmp->weight / 2000; 1008 contr->encumbrance += tmp->weight / 2000;
1009 //FALLTHROUGH
1150 case RING: 1010 case RING:
1151 case AMULET: 1011 case AMULET:
1152 case GIRDLE: 1012 case GIRDLE:
1153 case HELMET: 1013 case HELMET:
1154 case BOOTS: 1014 case BOOTS:
1155 case GLOVES: 1015 case GLOVES:
1156 case CLOAK: 1016 case CLOAK:
1157 if (tmp->stats.wc) 1017 if (tmp->stats.wc)
1158 wc -= (tmp->stats.wc + tmp->magic); 1018 wc -= tmp->stats.wc + tmp->magic;
1159 1019
1160 if (tmp->stats.dam) 1020 if (tmp->stats.dam)
1161 stats.dam += (tmp->stats.dam + tmp->magic); 1021 stats.dam += tmp->stats.dam + tmp->magic;
1162 1022
1163 if (tmp->stats.ac) 1023 if (tmp->stats.ac)
1164 ac -= (tmp->stats.ac + tmp->magic); 1024 ac -= tmp->stats.ac + tmp->magic;
1165 1025
1166 break; 1026 break;
1167 1027
1028 case RANGED:
1029 case BOW:
1168 case WEAPON: 1030 case WEAPON:
1169 wc -= (tmp->stats.wc + tmp->magic); 1031 wc -= tmp->stats.wc + tmp->magic;
1170 1032
1171 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1033 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1172 ac -= tmp->stats.ac + tmp->magic; 1034 ac -= tmp->stats.ac + tmp->magic;
1173 1035
1174 stats.dam += (tmp->stats.dam + tmp->magic); 1036 stats.dam += tmp->stats.dam + tmp->magic;
1175 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1176 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1038 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1177 1039
1178 if (weapon_speed < 0) 1040 if (weapon_speed < 0)
1179 weapon_speed = 0; 1041 weapon_speed = 0;
1180 1042
1181 slaying = tmp->slaying; 1043 slaying = tmp->slaying;
1044
1182 /* If there is desire that two handed weapons should do 1045 /* If there is desire that two handed weapons should do
1183 * extra strength damage, this is where the code should 1046 * extra strength damage, this is where the code should
1184 * go. 1047 * go.
1185 */ 1048 */
1186 current_weapon = tmp; 1049
1050 if (type == PLAYER)
1187 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1051 if (settings.spell_encumbrance)
1188 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1052 contr->encumbrance += tmp->weight * 3 / 1000;
1189 1053
1190 break; 1054 break;
1191 1055
1192 case ARMOUR: /* Only the best of these three are used: */ 1056 case ARMOUR: /* Only the best of these three are used: */
1193 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1057 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1194 contr->encumbrance += (int) tmp->weight / 1000; 1058 contr->encumbrance += tmp->weight / 1000;
1195 1059
1196 case BRACERS: 1060 case BRACERS:
1197 case FORCE: 1061 case FORCE:
1198 if (tmp->stats.wc) 1062 if (tmp->stats.wc)
1199 { 1063 {
1216 else /* To nullify the below effect */ 1080 else /* To nullify the below effect */
1217 ac += tmp->stats.ac + tmp->magic; 1081 ac += tmp->stats.ac + tmp->magic;
1218 } 1082 }
1219 1083
1220 if (tmp->stats.wc) 1084 if (tmp->stats.wc)
1221 wc -= (tmp->stats.wc + tmp->magic); 1085 wc -= tmp->stats.wc + tmp->magic;
1222 1086
1223 if (tmp->stats.ac) 1087 if (tmp->stats.ac)
1224 ac -= (tmp->stats.ac + tmp->magic); 1088 ac -= tmp->stats.ac + tmp->magic;
1225 1089
1226 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1090 if (ARMOUR_SPEED (tmp))
1227 max = ARMOUR_SPEED (tmp) / 10.0; 1091 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1228 1092
1229 break; 1093 break;
1230 } /* switch tmp->type */ 1094 } /* switch tmp->type */
1231 } /* item is equipped */ 1095 } /* item is equipped */
1232 } /* for loop of items */ 1096 } /* for loop of items */
1097
1098 min_it (glow_radius, MAX_LIGHT_RADIUS);
1233 1099
1234 /* We've gone through all the objects the player has equipped. For many things, we 1100 /* 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. 1101 * have generated intermediate values which we now need to assign.
1236 */ 1102 */
1237 1103
1239 * If there is an uncursed potion in effect, granting more protection 1105 * If there is an uncursed potion in effect, granting more protection
1240 * than that, we take: 'total resistance = resistance from potion'. 1106 * than that, we take: 'total resistance = resistance from potion'.
1241 * If there is a cursed (and no uncursed) potion in effect, we take 1107 * If there is a cursed (and no uncursed) potion in effect, we take
1242 * 'total resistance = vulnerability from cursed potion'. 1108 * 'total resistance = vulnerability from cursed potion'.
1243 */ 1109 */
1244 for (i = 0; i < NROFATTACKS; i++) 1110 for (int i = 0; i < NROFATTACKS; i++)
1245 { 1111 {
1246 resist[i] = prot[i] - vuln[i]; 1112 resist[i] = prot[i] - vuln[i];
1247 1113
1248 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1114 if (potion_resist[i] != -1000
1115 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1249 resist[i] = potion_resist[i]; 1116 resist[i] = potion_resist[i];
1250 } 1117 }
1251 1118
1252 /* Figure out the players sp/mana/hp totals. */
1253 if (type == PLAYER) 1119 if (type == PLAYER)
1254 { 1120 {
1121 // clamp various player stats
1122 for (int i = 0; i < NUM_STATS; ++i)
1123 stats.stat (i) = stat_sum [i];
1124
1125 check_stat_bounds (&stats);
1126
1127 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1128
1129 /* Figure out the players sp/mana/hp totals. */
1255 int pl_level; 1130 int pl_level;
1256 1131
1257 check_stat_bounds (&(stats));
1258 pl_level = level;
1259
1260 if (pl_level < 1)
1261 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1132 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1262 1133
1263 /* You basically get half a con bonus/level. But we do take into account rounding, 1134 /* 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. 1135 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1265 */ 1136 */
1266 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1137 stats.maxhp = 0;
1138 for (int i = 1; i <= min (10, pl_level); i++)
1267 { 1139 {
1268 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1140 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1269 1141
1270 if (i % 2 && con_bonus[stats.Con] % 2) 1142 if (i % 2 && con_bonus[stats.Con] % 2)
1271 {
1272 if (con_bonus[stats.Con] > 0) 1143 if (con_bonus[stats.Con] > 0)
1273 j++; 1144 j++;
1274 else 1145 else
1275 j--; 1146 j--;
1276 }
1277 1147
1278 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1148 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1279 } 1149 }
1280 1150
1281 for (i = 11; i <= level; i++) 1151 stats.maxhp += 2 * max (0, level - 10);
1282 stats.maxhp += 2;
1283 1152
1284 if (stats.hp > stats.maxhp) 1153 if (stats.hp > stats.maxhp)
1285 stats.hp = stats.maxhp; 1154 stats.hp = stats.maxhp;
1286 1155
1287 /* Sp gain is controlled by the level of the player's 1156 /* Sp gain is controlled by the level of the player's
1300 1169
1301 if (mana_obj == this && type == PLAYER) 1170 if (mana_obj == this && type == PLAYER)
1302 stats.maxsp = 1; 1171 stats.maxsp = 1;
1303 else 1172 else
1304 { 1173 {
1305 sp_tmp = 0.0; 1174 float sp_tmp = 0.f;
1306 1175
1307 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1176 for (int i = 1; i <= min (10, mana_obj->level); i++)
1308 { 1177 {
1309 float stmp; 1178 float stmp;
1310 1179
1311 /* Got some extra bonus at first level */ 1180 /* Got some extra bonus at first level */
1312 if (i < 2) 1181 if (i < 2)
1313 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1182 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1314 else 1183 else
1315 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1316 1185
1317 if (stmp < 1.0)
1318 stmp = 1.0;
1319
1320 sp_tmp += stmp; 1186 sp_tmp += max (1.f, stmp);
1321 } 1187 }
1322 1188
1323 stats.maxsp = (int) sp_tmp; 1189 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 } 1190 }
1191
1328 /* Characters can get their sp supercharged via rune of transferrance */ 1192 /* Characters can get their sp supercharged via rune of transferrance */
1329 if (stats.sp > stats.maxsp * 2) 1193 stats.sp = min (stats.sp, stats.maxsp * 2);
1330 stats.sp = stats.maxsp * 2;
1331 1194
1332 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1195 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1333 if (!grace_obj || !grace_obj->level || type != PLAYER) 1196 if (!grace_obj || !grace_obj->level || type != PLAYER)
1334 grace_obj = this; 1197 grace_obj = this;
1335 1198
1340 /* store grace in a float - this way, the divisions below don't create 1203 /* 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 1204 * 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 1205 * becomes big jumps when the sums of the bonuses jump to the next
1343 * step of 8 - with floats, even fractional ones are useful. 1206 * step of 8 - with floats, even fractional ones are useful.
1344 */ 1207 */
1345 sp_tmp = 0.0; 1208 float sp_tmp = 0.f;
1346 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1209
1210 for (int i = 1; i <= min (10, grace_obj->level); i++)
1347 { 1211 {
1348 float grace_tmp = 0.0; 1212 float grace_tmp = 0.f;
1349 1213
1350 /* Got some extra bonus at first level */ 1214 /* Got some extra bonus at first level */
1351 if (i < 2) 1215 if (i < 2)
1352 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1216 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 1217 else
1355 grace_tmp = (float) contr->levgrace[i]
1356 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1357 1219
1358 if (grace_tmp < 1.0)
1359 grace_tmp = 1.0;
1360
1361 sp_tmp += grace_tmp; 1220 sp_tmp += max (1.f, grace_tmp);
1362 } 1221 }
1363 1222
1364 stats.maxgrace = (int) sp_tmp;
1365
1366 /* two grace points per level after 11 */ 1223 /* two grace points per level after 10 */
1367 for (i = 11; i <= grace_obj->level; i++) 1224 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1368 stats.maxgrace += 2;
1369 } 1225 }
1226
1370 /* No limit on grace vs maxgrace */ 1227 /* No limit on grace vs maxgrace */
1371 1228
1372 if (contr->braced) 1229 if (contr->braced)
1373 { 1230 {
1374 ac += 2; 1231 ac += 2;
1386 * improvement every level, now its fighterlevel/5. So 1243 * improvement every level, now its fighterlevel/5. So
1387 * we give the player a bonus here in wc and dam 1244 * we give the player a bonus here in wc and dam
1388 * to make up for the change. Note that I left the 1245 * to make up for the change. Note that I left the
1389 * monster bonus the same as before. -b.t. 1246 * monster bonus the same as before. -b.t.
1390 */ 1247 */
1248 object *wc_obj = chosen_skill;
1391 1249
1392 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1250 if (contr && wc_obj && wc_obj->level > 1)
1393 { 1251 {
1394 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1252 wc -= wc_obj->level + thaco_bonus[stats.Str];
1253
1395 for (i = 1; i < wc_obj->level; i++) 1254 for (int i = 1; i < wc_obj->level; i++)
1396 { 1255 {
1397 /* addtional wc every 6 levels */ 1256 /* additional wc every 6 levels */
1398 if (!(i % 6)) 1257 if (!(i % 6))
1399 wc--; 1258 wc--;
1259
1400 /* addtional dam every 4 levels. */ 1260 /* additional dam every 4 levels. */
1401 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1261 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1262 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1263 }
1404 } 1264 }
1405 else 1265 else
1406 wc -= (level + thaco_bonus[stats.Str]); 1266 wc -= level + thaco_bonus[stats.Str];
1407 1267
1408 stats.dam += dam_bonus[stats.Str]; 1268 stats.dam += dam_bonus[stats.Str];
1409 1269
1410 if (stats.dam < 1) 1270 if (stats.dam < 1)
1411 stats.dam = 1; 1271 stats.dam = 1;
1412 1272
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1273 speed = 1.f + speed_bonus[stats.Dex];
1414 1274
1415 if (settings.search_items && contr->search_str[0]) 1275 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1276 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1277 } /* End if player */
1422 1278
1423 if (added_speed >= 0) 1279 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1280 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1281 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1282 speed /= 1.f - added_speed;
1427 1283
1428 /* Max is determined by armour */ 1284 /* Max is determined by armour */
1429 if (speed > max) 1285 speed = min (speed, max_speed);
1430 speed = max;
1431 1286
1432 if (type == PLAYER) 1287 if (type == PLAYER)
1433 { 1288 {
1434 /* f is a number the represents the number of kg above (positive num) 1289 /* 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 1290 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1291 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1292 * much above he is, and what is max carry is
1438 */ 1293 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1294 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1295 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1296 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1297 }
1443 1298
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1299 speed += bonus_speed / 10.f; /* Not affected by limits */
1300 speed *= speed_reduce_from_disease;
1445 1301
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1302 /* 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. 1303 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1304 */
1449 speed = speed * speed_reduce_from_disease; 1305 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1450 1306
1451 if (speed < 0.01 && type == PLAYER) 1307 if (speed != old_speed)
1452 speed = 0.01; 1308 set_speed (speed);
1453 1309
1454 if (type == PLAYER) 1310 if (type == PLAYER)
1455 { 1311 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1312 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1313 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1314 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1315 * that would just be a real pain to read.
1462 */ 1316 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1317 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1318 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1319 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1320 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1321 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1322 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1323
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1324 K *= (4 + level) * 1.2f / (6 + level);
1325
1470 if (K <= 0) 1326 if (K <= 0.01f)
1471 K = 0.01; 1327 K = 0.01f;
1472 S = speed / (K * s); 1328
1473 contr->weapon_sp = S; 1329 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1330 }
1475 1331
1476 /* I want to limit the power of small monsters with big weapons: */ 1332 /* 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) 1333 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1334 stats.dam = arch->stats.dam * 3;
1479 1335
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1336 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1337 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 1338
1498 /* if for some reason the creature doesn't have any move type, 1339 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1340 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1341 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1342 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1345 if (move_type == 0)
1505 move_type = MOVE_WALK; 1346 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1347 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1348 move_type &= ~MOVE_WALK;
1508 1349
1509 if (speed != old_speed) 1350 // now apply the new move_type
1510 set_speed (speed); 1351 if (this->move_type != move_type)
1352 change_move_type (move_type);
1511 1353
1512 /* It is quite possible that a player's spell costing might have changed, 1354 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1355 * so we will check that now.
1514 */ 1356 */
1515 if (type == PLAYER) 1357 if (is_player ())
1358 contr->update_spells ();
1359
1360 // update the mapspace, if we are on a map
1361 if (!flag [FLAG_REMOVED] && map)
1362 map->at (x, y).flags_ = 0;
1363}
1364
1365void
1366object::set_glow_radius (sint8 rad)
1367{
1368 glow_radius = rad;
1369
1370 if (is_on_map ())
1371 update_all_los (map, x, y);
1372 else if (object *env = outer_env ())
1516 { 1373 {
1517 esrv_update_stats (contr); 1374 env->update_stats ();
1518 esrv_update_spells (contr); 1375
1376 if (env->is_on_map ())
1377 update_all_los (env->map, env->x, env->y);
1519 } 1378 }
1520} 1379}
1521 1380
1522/* 1381/*
1523 * Returns true if the given player is a legal class. 1382 * Returns true if the given player is a legal class.
1527 * false otherwise. 1386 * false otherwise.
1528 */ 1387 */
1529int 1388int
1530allowed_class (const object *op) 1389allowed_class (const object *op)
1531{ 1390{
1532 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1391 return op->stats.Dex > 0
1533 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1392 && op->stats.Str > 0
1393 && op->stats.Con > 0
1394 && op->stats.Int > 0
1395 && op->stats.Wis > 0
1396 && op->stats.Pow > 0
1397 && op->stats.Cha > 0;
1534} 1398}
1535 1399
1536/* 1400/*
1537 * set the new dragon name after gaining levels or 1401 * set the new dragon name after gaining levels or
1538 * changing ability focus (later this can be extended to 1402 * changing ability focus (later this can be extended to
1539 * eventually change the player's face and animation) 1403 * 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 */ 1404 */
1546void 1405void
1547set_dragon_name (object *pl, const object *abil, const object *skin) 1406set_dragon_name (object *pl, const object *abil, const object *skin)
1548{ 1407{
1549 int atnr = -1; /* attacknumber of highest level */ 1408 int atnr = -1; /* attacknumber of highest level */
1567 /* now if there are equals at highest level, pick the one with focus, 1426 /* now if there are equals at highest level, pick the one with focus,
1568 or else at random */ 1427 or else at random */
1569 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1428 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1570 atnr = abil->stats.exp; 1429 atnr = abil->stats.exp;
1571 1430
1572 level = (int) (level / 5.);
1573
1574 /* now set the new title */ 1431 /* now set the new title */
1575 if (pl->contr != NULL)
1576 {
1577 if (level == 0)
1578 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1432 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]); 1433 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]); 1434 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]); 1435 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1585 else 1436 else
1586 { 1437 {
1587 /* special titles for extra high resistance! */ 1438 /* special titles for extra high resistance! */
1588 if (skin->resist[atnr] > 80)
1589 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1439 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]); 1440 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]); 1441 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1594 }
1595 } 1442 }
1596 1443
1597 strcpy (pl->contr->own_title, ""); 1444 strcpy (pl->contr->own_title, "");
1598} 1445}
1599 1446
1600/* 1447/*
1601 * This function is called when a dragon-player gains 1448 * This function is called when a dragon-player gains
1602 * an overall level. Here, the dragon might gain new abilities 1449 * an overall level. Here, the dragon might gain new abilities
1603 * or change the ability-focus. 1450 * or change the ability-focus.
1604 */ 1451 */
1605void 1452static void
1606dragon_level_gain (object *who) 1453dragon_level_gain (object *who)
1607{ 1454{
1608 object *abil = NULL; /* pointer to dragon ability force */ 1455 object *abil = NULL; /* pointer to dragon ability force */
1609 object *skin = NULL; /* pointer to dragon skin force */ 1456 object *skin = NULL; /* pointer to dragon skin force */
1610 object *tmp = NULL; /* tmp. object */ 1457 object *tmp = NULL; /* tmp. object */
1611 char buf[MAX_BUF]; /* tmp. string buffer */ 1458 char buf[MAX_BUF]; /* tmp. string buffer */
1612 1459
1613 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1460 /* now grab the 'dragon_ability'-forces from the player's inventory */
1614 shstr_cmp dragon_ability_force ("dragon_ability_force");
1615 shstr_cmp dragon_skin_force ("dragon_skin_force");
1616
1617 for (tmp = who->inv; tmp; tmp = tmp->below) 1461 for (tmp = who->inv; tmp; tmp = tmp->below)
1618 if (tmp->type == FORCE) 1462 if (tmp->type == FORCE)
1619 if (tmp->arch->name == dragon_ability_force) 1463 if (tmp->arch->archname == shstr_dragon_ability_force)
1620 abil = tmp; 1464 abil = tmp;
1621 else if (tmp->arch->name == dragon_skin_force) 1465 else if (tmp->arch->archname == shstr_dragon_skin_force)
1622 skin = tmp; 1466 skin = tmp;
1623 1467
1624 /* if the force is missing -> bail out */ 1468 /* if the force is missing -> bail out */
1625 if (abil == NULL) 1469 if (abil == NULL)
1626 return; 1470 return;
1669 object *skill_obj; 1513 object *skill_obj;
1670 1514
1671 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1515 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1672 if (!skill_obj) 1516 if (!skill_obj)
1673 { 1517 {
1674 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1518 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1675 return NULL; 1519 return NULL;
1676 } 1520 }
1521
1677 /* clear the flag - exp goes into this bucket, but player 1522 /* clear the flag - exp goes into this bucket, but player
1678 * still doesn't know it. 1523 * still doesn't know it.
1679 */ 1524 */
1680 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1525 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1681 skill_obj->stats.exp = 0; 1526 skill_obj->stats.exp = 0;
1682 skill_obj->level = 1; 1527 skill_obj->level = 1;
1683 insert_ob_in_ob (skill_obj, op); 1528 op->insert (skill_obj);
1684 1529
1685 if (op->contr) 1530 if (player *pl = op->contr)
1686 { 1531 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 1532
1692 return skill_obj; 1533 return skill_obj;
1693} 1534}
1694
1695 1535
1696/* player_lvl_adj() - for the new exp system. we are concerned with 1536/* player_lvl_adj() - for the new exp system. we are concerned with
1697 * whether the player gets more hp, sp and new levels. 1537 * whether the player gets more hp, sp and new levels.
1698 * Note this this function should only be called for players. Monstes 1538 * Note this this function should only be called for players. Monstes
1699 * don't really gain levels 1539 * don't really gain levels
1702 */ 1542 */
1703void 1543void
1704player_lvl_adj (object *who, object *op) 1544player_lvl_adj (object *who, object *op)
1705{ 1545{
1706 char buf[MAX_BUF]; 1546 char buf[MAX_BUF];
1547 bool changed = false;
1707 1548
1708 if (!op) /* when rolling stats */ 1549 if (!op) /* when rolling stats */
1709 op = who; 1550 op = who;
1710 1551
1711 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1552 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1712 { 1553 {
1554 changed = true;
1555
1713 op->level++; 1556 op->level++;
1714 1557
1715 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1558 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1716 dragon_level_gain (who); 1559 dragon_level_gain (who);
1717 1560
1718 /* Only roll these if it is the player (who) that gained the level */ 1561 /* Only roll these if it is the player (who) that gained the level */
1719 if (op == who && (who->level < 11) && who->type == PLAYER) 1562 if (op == who && (who->level < 11) && who->type == PLAYER)
1720 { 1563 {
1721 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1564 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); 1565 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; 1566 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1724 } 1567 }
1725 1568
1726 who->update_stats ();
1727 if (op->level > 1) 1569 if (op->level > 1)
1728 { 1570 {
1729 if (op->type != PLAYER) 1571 if (op->type != PLAYER)
1572 {
1573 who->contr->play_sound (sound_find ("skill_up"));
1730 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1574 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1575 }
1731 else 1576 else
1577 {
1578 who->contr->play_sound (sound_find ("level_up"));
1732 sprintf (buf, "You are now level %d.", op->level); 1579 sprintf (buf, "You are now level %d.", op->level);
1580 }
1581
1733 if (who) 1582 if (who)
1734 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1583 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1735 } 1584 }
1736 player_lvl_adj (who, op); /* To increase more levels */
1737 } 1585 }
1586
1738 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1587 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1739 { 1588 {
1589 changed = true;
1590
1740 op->level--; 1591 op->level--;
1741 who->update_stats (); 1592
1742 if (op->type != PLAYER) 1593 if (op->type != PLAYER)
1743 { 1594 {
1744 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1595 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); 1596 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1746 } 1597 }
1747 player_lvl_adj (who, op); /* To decrease more levels */
1748 } 1598 }
1749 1599
1750 /* check if the spell data has changed */ 1600 if (changed)
1751 esrv_update_stats (who->contr); 1601 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1752 esrv_update_spells (who->contr);
1753} 1602}
1754 1603
1755/* 1604/*
1756 * Returns how much experience is needed for a player to become 1605 * Returns how much experience is needed for a player to become
1757 * the given level. level should really never exceed max_level 1606 * the given level. level should really never exceed max_level
1758 */ 1607 */
1759 1608
1760sint64 1609sint64
1761level_exp (int level, double expmul) 1610level_exp (int level, double expmul)
1762{ 1611{
1763 if (level > settings.max_level) 1612 return expmul * level_to_min_exp (level);
1764 return (sint64) (expmul * levels[settings.max_level]);
1765 return (sint64) (expmul * levels[level]);
1766} 1613}
1767 1614
1768/* 1615/*
1769 * Ensure that the permanent experience requirements in an exp object are met. 1616 * Ensure that the permanent experience requirements in an exp object are met.
1770 * This really just checks 'op to make sure the perm_exp value is within 1617 * This really just checks 'op to make sure the perm_exp value is within
1798 * NULL, in which case exp increases the players general 1645 * NULL, in which case exp increases the players general
1799 * total, but not any particular skill. 1646 * total, but not any particular skill.
1800 * flag is what to do if the player doesn't have the skill: 1647 * flag is what to do if the player doesn't have the skill:
1801 */ 1648 */
1802static void 1649static void
1803add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1650add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1804{ 1651{
1805 object *skill_obj = NULL; 1652 object *skill_obj;
1806 sint64 limit, exp_to_add; 1653 sint64 limit, exp_to_add;
1807 int i; 1654 int i;
1808 1655
1809 /* prevents some forms of abuse. */ 1656 /* prevents some forms of abuse. */
1810 if (op->contr->braced) 1657 if (op->contr->braced)
1811 exp = exp / 5; 1658 exp /= 5;
1812 1659
1813 /* Try to find the matching skill. 1660 /* Try to find the matching skill.
1814 * We do a shortcut/time saving mechanism first - see if it matches 1661 * We do a shortcut/time saving mechanism first - see if it matches
1815 * chosen_skill. This means we don't need to search through 1662 * chosen_skill. This means we don't need to search through
1816 * the players inventory. 1663 * the players inventory.
1817 */ 1664 */
1665 skill_obj = 0;
1666
1818 if (skill_name) 1667 if (skill_name)
1819 { 1668 {
1820 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1669 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 1670
1831 /* Player doesn't have the skill. Check to see what to do, and give 1671 /* Player doesn't have the skill. Check to see what to do, and give
1832 * it to the player if necessary 1672 * it to the player if necessary
1833 */ 1673 */
1834 if (!skill_obj) 1674 if (!skill_obj)
1835 { 1675 {
1836 if (flag == SK_EXP_NONE) 1676 if (flag == SK_EXP_NONE)
1837 return; 1677 return;
1678
1838 else if (flag == SK_EXP_ADD_SKILL) 1679 if (flag == SK_EXP_ADD_SKILL)
1839 give_skill_by_name (op, skill_name); 1680 skill_obj = give_skill_by_name (op, skill_name);
1840 }
1841 } 1681 }
1842 } 1682 }
1843 1683
1844 if (flag != SK_EXP_SKILL_ONLY) 1684 if (flag != SK_EXP_SKILL_ONLY)
1845 { 1685 {
1846 /* Basically, you can never gain more experience in one shot 1686 /* Basically, you can never gain more experience in one shot
1847 * than half what you need to gain for next level. 1687 * than half what you need to gain for next level.
1848 */ 1688 */
1849 exp_to_add = exp; 1689 exp_to_add = exp;
1850 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1690 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1851 if (exp_to_add > limit) 1691 if (exp_to_add > limit)
1852 exp_to_add = limit; 1692 exp_to_add = limit;
1853 1693
1854 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1694 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1855 if (settings.permanent_exp_ratio) 1695 if (settings.permanent_exp_ratio)
1862 } 1702 }
1863 1703
1864 if (skill_obj) 1704 if (skill_obj)
1865 { 1705 {
1866 exp_to_add = exp; 1706 exp_to_add = exp;
1867 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1707 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1868 if (exp_to_add > limit) 1708 if (exp_to_add > limit)
1869 exp_to_add = limit; 1709 exp_to_add = limit;
1870 1710
1871 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1711 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1872 if (settings.permanent_exp_ratio) 1712 if (settings.permanent_exp_ratio)
1878 player_lvl_adj (op, skill_obj); 1718 player_lvl_adj (op, skill_obj);
1879 } 1719 }
1880} 1720}
1881 1721
1882/* This function checks to make sure that object 'op' can 1722/* This function checks to make sure that object 'op' can
1883 * lost 'exp' experience. It returns the amount of exp 1723 * lose 'exp' experience. It returns the amount of exp
1884 * object 'op' can in fact lose - it basically makes 1724 * object 'op' can in fact lose - it basically makes
1885 * adjustments based on permanent exp and the like. 1725 * adjustments based on permanent exp and the like.
1886 * This function should always be used for losing experience - 1726 * This function should always be used for losing experience -
1887 * the 'exp' value passed should be positive - this is the 1727 * the 'exp' value passed should be positive - this is the
1888 * amount that should get subtract from the player. 1728 * amount that should get subtract from the player.
1889 */ 1729 */
1890sint64 1730static sint64
1891check_exp_loss (const object *op, sint64 exp) 1731check_exp_loss (const object *op, sint64 exp)
1892{ 1732{
1893 sint64 del_exp; 1733 sint64 del_exp;
1894 1734
1895 if (exp > op->stats.exp) 1735 if (exp > op->stats.exp)
1896 exp = op->stats.exp; 1736 exp = op->stats.exp;
1737
1897 if (settings.permanent_exp_ratio) 1738 if (settings.permanent_exp_ratio)
1898 { 1739 {
1899 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1740 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1741
1900 if (del_exp < 0) 1742 if (del_exp < 0)
1901 del_exp = 0; 1743 del_exp = 0;
1744
1902 if (exp > del_exp) 1745 if (exp > del_exp)
1903 exp = del_exp; 1746 exp = del_exp;
1904 } 1747 }
1748
1905 return exp; 1749 return exp;
1906} 1750}
1907 1751
1908sint64 1752sint64
1909check_exp_adjust (const object *op, sint64 exp) 1753check_exp_adjust (const object *op, sint64 exp)
1910{ 1754{
1911 if (exp < 0) 1755 if (exp < 0)
1912 return check_exp_loss (op, exp); 1756 return check_exp_loss (op, exp);
1913 else 1757 else
1914 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1758 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1915} 1759}
1916
1917 1760
1918/* Subtracts experience from player. 1761/* Subtracts experience from player.
1919 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1762 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1920 * only subtract from the matching skill. Otherwise, 1763 * only subtract from the matching skill. Otherwise,
1921 * this subtracts a portion from all 1764 * this subtracts a portion from all
1926 * where everything is at the minimum perm exp, he would lose nothing. 1769 * where everything is at the minimum perm exp, he would lose nothing.
1927 * exp is the amount of exp to subtract - thus, it should be 1770 * exp is the amount of exp to subtract - thus, it should be
1928 * a postive number. 1771 * a postive number.
1929 */ 1772 */
1930static void 1773static void
1931subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1774subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1932{ 1775{
1933 float fraction = (float) exp / (float) op->stats.exp; 1776 float fraction = (float) exp / (float) op->stats.exp;
1934 object *tmp; 1777 object *tmp;
1935 sint64 del_exp; 1778 sint64 del_exp;
1936 1779
1937 for (tmp = op->inv; tmp; tmp = tmp->below) 1780 for (tmp = op->inv; tmp; tmp = tmp->below)
1938 if (tmp->type == SKILL && tmp->stats.exp) 1781 if (tmp->type == SKILL && tmp->stats.exp)
1939 { 1782 {
1940 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1783 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1941 { 1784 {
1942 del_exp = check_exp_loss (tmp, exp); 1785 del_exp = check_exp_loss (tmp, exp);
1943 tmp->stats.exp -= del_exp; 1786 tmp->stats.exp -= del_exp;
1944 player_lvl_adj (op, tmp); 1787 player_lvl_adj (op, tmp);
1945 } 1788 }
1946 else if (flag != SK_SUBTRACT_SKILL_EXP) 1789 else if (flag != SK_SUBTRACT_SKILL_EXP)
1947 { 1790 {
1948 /* only want to process other skills if we are not trying 1791 /* only want to process other skills if we are not trying
1949 * to match a specific skill. 1792 * to match a specific skill.
1950 */ 1793 */
1951 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1794 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1952 tmp->stats.exp -= del_exp; 1795 tmp->stats.exp -= del_exp;
1953 player_lvl_adj (op, tmp); 1796 player_lvl_adj (op, tmp);
1954 } 1797 }
1955 } 1798 }
1799
1956 if (flag != SK_SUBTRACT_SKILL_EXP) 1800 if (flag != SK_SUBTRACT_SKILL_EXP)
1957 { 1801 {
1958 del_exp = check_exp_loss (op, exp); 1802 del_exp = check_exp_loss (op, exp);
1959 op->stats.exp -= del_exp; 1803 op->stats.exp -= del_exp;
1960 player_lvl_adj (op, NULL); 1804 player_lvl_adj (op, NULL);
1961 } 1805 }
1962} 1806}
1963
1964
1965 1807
1966/* change_exp() - changes experience to a player/monster. This 1808/* change_exp() - changes experience to a player/monster. This
1967 * does bounds checking to make sure we don't overflow the max exp. 1809 * does bounds checking to make sure we don't overflow the max exp.
1968 * 1810 *
1969 * The exp passed is typically not modified much by this function - 1811 * The exp passed is typically not modified much by this function -
1970 * it is assumed the caller has modified the exp as needed. 1812 * it is assumed the caller has modified the exp as needed.
1971 * skill_name is the skill that should get the exp added. 1813 * skill_name is the skill that should get the exp added.
1972 * flag is what to do if player doesn't have the skill. 1814 * flag is what to do if player doesn't have the skill.
1973 * these last two values are only used for players. 1815 * these last two values are only used for players.
1974 */ 1816 */
1975
1976void 1817void
1977change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1818change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1978{ 1819{
1979
1980#ifdef EXP_DEBUG 1820#ifdef EXP_DEBUG
1981 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1821 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1982#endif 1822#endif
1983 1823
1984 /* safety */ 1824 /* safety */
2000 * worth. 1840 * worth.
2001 */ 1841 */
2002 if (op->type != PLAYER) 1842 if (op->type != PLAYER)
2003 { 1843 {
2004 /* Sanity check */ 1844 /* Sanity check */
2005 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1845 if (!op->flag [FLAG_ALIVE])
2006 return; 1846 return;
2007 1847
2008 /* reset exp to max allowed value. We subtract from 1848 /* reset exp to max allowed value. We subtract from
2009 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1849 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2010 * more than max exp, just return. 1850 * more than max exp, just return.
2025 else 1865 else
2026 /* note that when you lose exp, it doesn't go against 1866 /* note that when you lose exp, it doesn't go against
2027 * a particular skill, so we don't need to pass that 1867 * a particular skill, so we don't need to pass that
2028 * along. 1868 * along.
2029 */ 1869 */
2030 subtract_player_exp (op, FABS (exp), skill_name, flag); 1870 subtract_player_exp (op, abs (exp), skill_name, flag);
2031
2032 } 1871 }
2033} 1872}
2034 1873
2035/* Applies a death penalty experience, the size of this is defined by the 1874/* 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 1875 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1876 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1877 */
2039
2040void 1878void
2041apply_death_exp_penalty (object *op) 1879apply_death_exp_penalty (object *op)
2042{ 1880{
2043 object *tmp;
2044 sint64 loss; 1881 sint64 loss;
2045 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1882 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2046 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1883 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2047 1884
2048 for (tmp = op->inv; tmp; tmp = tmp->below) 1885 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2049 if (tmp->type == SKILL && tmp->stats.exp) 1886 if (tmp->type == SKILL && tmp->stats.exp)
2050 { 1887 {
2051
2052 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1888 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)]; 1889 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2054 1890
2055 /* With the revised exp system, you can get cases where 1891 /* With the revised exp system, you can get cases where
2056 * losing several levels would still require that you have more 1892 * losing several levels would still require that you have more
2057 * exp than you currently have - this is true if the levels 1893 * exp than you currently have - this is true if the levels
2058 * tables is a lot harder. 1894 * tables is a lot harder.
2059 */ 1895 */
2060 if (level_loss < 0) 1896 if (level_loss < 0)
2061 level_loss = 0; 1897 level_loss = 0;
2062 1898
2063 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1899 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2064 1900
2065 tmp->stats.exp -= loss; 1901 tmp->stats.exp -= loss;
2066 player_lvl_adj (op, tmp); 1902 player_lvl_adj (op, tmp);
2067 } 1903 }
2068 1904
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1905 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)]; 1906 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1907
2071 if (level_loss < 0) 1908 if (level_loss < 0)
2072 level_loss = 0; 1909 level_loss = 0;
1910
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1911 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2074 1912
2075 op->stats.exp -= loss; 1913 op->stats.exp -= loss;
2076 player_lvl_adj (op, NULL); 1914 player_lvl_adj (op, NULL);
2077} 1915}
2078 1916

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines