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Comparing deliantra/server/common/living.C (file contents):
Revision 1.35 by root, Wed Mar 14 04:12:27 2007 UTC vs.
Revision 1.80 by root, Thu Nov 8 19:43:23 2007 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236 235
237/* 236/*
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) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 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} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * 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 277 * 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 278 * 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 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
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;
386 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
387 { 301 {
388 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
389 303 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 304
393 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
395 307
396 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 309 * 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;
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");
507 418
508 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 420 check_move_on (op, op);
510 } 421 }
511 422
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 424 * originally undead may change their status
514 */ 425 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 428 {
518 success = 1; 429 success = 1;
519 if (flag > 0) 430 if (flag > 0)
520 { 431 {
521 op->race = "undead"; 432 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 434 }
524 else 435 else
525 { 436 {
526 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 439 }
529 } 440 }
530 441
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
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.");
639 } 550 }
640 551
641 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
643 { 554 {
644 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
646 557
647 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 { 571 {
661 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
662 { 573 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
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 } 579 }
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680object::drain_stat () 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (rndm (NUM_STATS)); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 683 */
774void 684void
775object::remove_statbonus () 685object::remove_statbonus ()
776{ 686{
777 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 688 {
779 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 692 }
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} 693}
793 694
794/* 695/*
795 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 697 */
797void 698void
798object::add_statbonus () 699object::add_statbonus ()
799{ 700{
800 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 702 {
802 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 706 }
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} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
816 748
817/* 749/*
818 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
821 * This functions starts from base values (archetype or player object) 753 * This functions starts from base values (archetype or player object)
822 * and then adjusts them according to what the player has equipped. 754 * and then adjusts them according to what the player has equipped.
823 */ 755 *
824
825/* July 95 - inserted stuff to handle new skills/exp system - b.t. 756 * July 95 - inserted stuff to handle new skills/exp system - b.t.
826 spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
827 */ 758 */
828
829void 759void
830object::update_stats () 760object::update_stats ()
831{ 761{
832 int i, j;
833 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
834 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
835 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
836 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
837 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
838 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
839 769
840 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
841 if (type == PLAYER) 771 if (type == PLAYER)
842 { 772 {
843 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
844 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
845 775
846 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
847 contr->encumbrance = 0; 777 contr->encumbrance = 0;
848 778
849 attacktype = 0; 779 attacktype = 0;
780
850 contr->digestion = 0; 781 contr->digestion = 0;
851 contr->gen_hp = 0; 782 contr->gen_hp = 0;
852 contr->gen_sp = 0; 783 contr->gen_sp = 0;
853 contr->gen_grace = 0; 784 contr->gen_grace = 0;
854 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
855 contr->item_power = 0; 786 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 } 787 }
866 788
867 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
868 791
869 slaying = 0; 792 slaying = 0;
870 793
871 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
872 { 795 {
876 799
877 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
878 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
879 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
880 803
881 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
882 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
883 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
884 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
885 808
886 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
887 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
888 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
889 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
890 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
814
891 chosen_skill = NULL; 815 chosen_skill = 0;
892 816
893 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
894 * archetype clone 818 * archetype clone
895 */ 819 */
896 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
897 821
898 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
899 { 823 {
900 if (resist[i] > 0) 824 if (resist[i] > 0)
901 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
902 else 826 else
903 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
904 potion_resist[i] = 0; 829 potion_resist[i] = 0;
905 } 830 }
906 831
907 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
908 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
909 834
910 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
911 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
912 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
913 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
914 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
915 * that their protection from physical goes down 840 * that their protection from physical goes down
916 */ 841 */
917 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
918 { 843 {
919 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
920 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
921 } 846 }
922 else 847 else
923 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
924 849
925 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
926 speed = arch->clone.speed; 851 speed = arch->speed;
927 852
928 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
929 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
930 */ 855 */
931 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
932 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
933 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
934 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
935 */ 867 */
936 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
937 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
938
939 /* This happens because apply_potion calls change_abil with the potion
940 * applied so we can tell the player what chagned. But change_abil
941 * then calls this function.
942 */
943 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
944 continue;
945 870
946 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
947 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
948 { 873 {
949 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
971 * in the praying skill, and the player should always get those. 896 * in the praying skill, and the player should always get those.
972 * It also means we need to put in additional checks for applied below, 897 * It also means we need to put in additional checks for applied below,
973 * because the skill shouldn't count against body positions being used 898 * because the skill shouldn't count against body positions being used
974 * up, etc. 899 * up, etc.
975 */ 900 */
976 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
977 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
978 { 906 {
979 if (type == PLAYER) 907 if (type == PLAYER)
980 { 908 {
981 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
982 contr->ranges[range_bow] = tmp;
983 910
984 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
985 contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
986 917
987 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
988 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
989 920
990 /* these are the items that currently can change digestion, regeneration, 921 if (digest_types [tmp->type])
991 * spell point recovery and mana point recovery. Seems sort of an arbitary
992 * list, but other items store other info into stats array.
993 */
994 if ((tmp->type == WEAPON) ||
995 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
996 (tmp->type == SHIELD) || (tmp->type == RING) ||
997 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
998 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
999 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
1000 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
1001 (tmp->type == SKILL))
1002 { 922 {
1003 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
1004 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
1005 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
1006 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
1007 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
1008 contr->item_power += tmp->item_power;
1009 } 928 }
1010 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1011 935
1012 /* Update slots used for items */ 936 /* Update slots used for items */
1013 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1014 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1015 body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1016 940
1017 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1018 {
1019 speed_reduce_from_disease = tmp->last_sp / 100.0;
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
1022 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1023 944
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1025 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 949 */
1029 if (tmp->type != POTION) 950 if (tmp->type != POTION)
1030 { 951 {
1031 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
1032 { 953 {
1033 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
1034 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
1035 */ 956 */
1036 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
1037 { 958 {
1038 if (potion_resist[i]) 959 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1040 else 961 else
1041 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
1042 } 963 }
1043 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1047 } 968 }
1048 } 969 }
1049 970
1050 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
1051 if (tmp->type != BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
973 {
1052 attacktype |= tmp->attacktype; 974 attacktype |= tmp->attacktype;
1053
1054 path_attuned |= tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
1055 path_repelled |= tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
1056 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
978 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
1058 move_type |= tmp->move_type; 980 }
1059 981
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 983
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
1070 986
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 988 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
1076 992
1077 if (tmp->stats.exp && tmp->type != SKILL) 993 if (tmp->stats.exp && tmp->type != SKILL)
1078 { 994 {
1079 if (tmp->stats.exp > 0) 995 if (tmp->stats.exp > 0)
1080 { 996 {
1081 added_speed += (float) tmp->stats.exp / 3.0; 997 added_speed += tmp->stats.exp / 3.f;
1082 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1083 } 999 }
1084 else 1000 else
1085 added_speed += (float) tmp->stats.exp; 1001 added_speed += tmp->stats.exp;
1086 } 1002 }
1087 1003
1088 switch (tmp->type) 1004 switch (tmp->type)
1089 { 1005 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1090 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1091 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1092 case SKILL: 1017 case SKILL:
1093 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1094 break; 1020 break;
1095 1021
1096 if (IS_COMBAT_SKILL (tmp->subtype))
1097 wc_obj = tmp;
1098
1099 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1100 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1101 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1102 chosen_skill = tmp; 1032 chosen_skill = tmp;
1103 1033
1104 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1105 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1106 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1107 weapon_speed = (int) WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1108 1038
1109 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1110 weapon_speed = 0; 1040 weapon_speed = 0;
1111 1041
1112 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1113 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1114 1044
1115 if (tmp->magic) 1045 if (tmp->magic)
1116 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1117 } 1047 }
1118 1048
1119 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1120 wc -= (tmp->stats.wc + tmp->magic); 1050 wc -= tmp->stats.wc + tmp->magic;
1121 1051
1122 if (tmp->slaying != NULL) 1052 if (tmp->slaying)
1123 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1124 1054
1125 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1126 ac -= (tmp->stats.ac + tmp->magic); 1056 ac -= tmp->stats.ac + tmp->magic;
1127 1057
1128 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1129 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1130
1131 if (type == PLAYER)
1132 contr->ranges[range_skill] = this;
1133
1134 break; 1060 }
1135 1061
1136 case SKILL_TOOL:
1137 if (chosen_skill)
1138 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1139
1140 chosen_skill = tmp;
1141
1142 if (type == PLAYER)
1143 contr->ranges[range_skill] = this;
1144 break; 1062 break;
1145 1063
1146 case SHIELD: 1064 case SHIELD:
1147 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1148 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1152 case HELMET: 1070 case HELMET:
1153 case BOOTS: 1071 case BOOTS:
1154 case GLOVES: 1072 case GLOVES:
1155 case CLOAK: 1073 case CLOAK:
1156 if (tmp->stats.wc) 1074 if (tmp->stats.wc)
1157 wc -= (tmp->stats.wc + tmp->magic); 1075 wc -= tmp->stats.wc + tmp->magic;
1158 1076
1159 if (tmp->stats.dam) 1077 if (tmp->stats.dam)
1160 stats.dam += (tmp->stats.dam + tmp->magic); 1078 stats.dam += tmp->stats.dam + tmp->magic;
1161 1079
1162 if (tmp->stats.ac) 1080 if (tmp->stats.ac)
1163 ac -= (tmp->stats.ac + tmp->magic); 1081 ac -= tmp->stats.ac + tmp->magic;
1164 1082
1165 break; 1083 break;
1166 1084
1085 case BOW:
1167 case WEAPON: 1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1168 wc -= (tmp->stats.wc + tmp->magic); 1089 wc -= tmp->stats.wc + tmp->magic;
1169 1090
1170 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1171 ac -= tmp->stats.ac + tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1172 1093
1173 stats.dam += (tmp->stats.dam + tmp->magic); 1094 stats.dam += tmp->stats.dam + tmp->magic;
1174 weapon_weight = tmp->weight; 1095 weapon_weight = tmp->weight;
1175 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1176 1097
1177 if (weapon_speed < 0) 1098 if (weapon_speed < 0)
1178 weapon_speed = 0; 1099 weapon_speed = 0;
1179 1100
1180 slaying = tmp->slaying; 1101 slaying = tmp->slaying;
1102
1181 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1182 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1183 * go. 1105 * go.
1184 */ 1106 */
1185 current_weapon = tmp; 1107
1186 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1108 if (type == PLAYER)
1109 if (settings.spell_encumbrance)
1187 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1110 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1188 1112
1189 break; 1113 break;
1190 1114
1191 case ARMOUR: /* Only the best of these three are used: */ 1115 case ARMOUR: /* Only the best of these three are used: */
1192 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1193 contr->encumbrance += (int) tmp->weight / 1000; 1117 contr->encumbrance += tmp->weight / 1000;
1194 1118
1195 case BRACERS: 1119 case BRACERS:
1196 case FORCE: 1120 case FORCE:
1197 if (tmp->stats.wc) 1121 if (tmp->stats.wc)
1198 { 1122 {
1220 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1221 1145
1222 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1223 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1224 1148
1225 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1149 if (ARMOUR_SPEED (tmp))
1226 max = ARMOUR_SPEED (tmp) / 10.0; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1227 1151
1228 break; 1152 break;
1229 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1230 } /* item is equipped */ 1154 } /* item is equipped */
1231 } /* for loop of items */ 1155 } /* for loop of items */
1238 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1239 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1240 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1241 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1242 */ 1166 */
1243 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1244 { 1168 {
1245 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1246 1170
1247 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1248 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1249 } 1173 }
1250 1174
1251 /* Figure out the players sp/mana/hp totals. */
1252 if (type == PLAYER) 1175 if (type == PLAYER)
1253 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1254 int pl_level; 1184 int pl_level;
1255 1185
1256 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1257 pl_level = level; 1187 pl_level = level;
1258 1188
1260 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1261 1191
1262 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1263 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1264 */ 1194 */
1265 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1266 { 1197 {
1267 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1268 1199
1269 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1270 {
1271 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1272 j++; 1202 j++;
1273 else 1203 else
1274 j--; 1204 j--;
1275 }
1276 1205
1277 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1278 } 1207 }
1279 1208
1280 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1281 stats.maxhp += 2;
1282 1210
1283 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1284 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1285 1213
1286 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1299 1227
1300 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1301 stats.maxsp = 1; 1229 stats.maxsp = 1;
1302 else 1230 else
1303 { 1231 {
1304 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1305 1233
1306 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1307 { 1235 {
1308 float stmp; 1236 float stmp;
1309 1237
1310 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1311 if (i < 2) 1239 if (i < 2)
1312 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1313 else 1241 else
1314 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1315 1243
1316 if (stmp < 1.0)
1317 stmp = 1.0;
1318
1319 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1320 } 1245 }
1321 1246
1322 stats.maxsp = (int) sp_tmp; 1247 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1323
1324 for (i = 11; i <= mana_obj->level; i++)
1325 stats.maxsp += 2;
1326 } 1248 }
1249
1327 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1328 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1329 stats.sp = stats.maxsp * 2;
1330 1252
1331 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1332 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1333 grace_obj = this; 1255 grace_obj = this;
1334 1256
1339 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1340 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1341 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1342 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1343 */ 1265 */
1344 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1345 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1346 { 1269 {
1347 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1348 1271
1349 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1350 if (i < 2) 1273 if (i < 2)
1351 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1352 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1353 else 1275 else
1354 grace_tmp = (float) contr->levgrace[i]
1355 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1356 1277
1357 if (grace_tmp < 1.0)
1358 grace_tmp = 1.0;
1359
1360 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1361 } 1279 }
1362 1280
1363 stats.maxgrace = (int) sp_tmp;
1364
1365 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1366 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1367 stats.maxgrace += 2;
1368 } 1283 }
1284
1369 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1370 1286
1371 if (contr->braced) 1287 if (contr->braced)
1372 { 1288 {
1373 ac += 2; 1289 ac += 2;
1385 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1386 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1387 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1388 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1389 */ 1305 */
1306 object *wc_obj = chosen_skill;
1390 1307
1391 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1392 { 1309 {
1393 wc -= (wc_obj->level + thaco_bonus[stats.Str]); 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1311
1394 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1395 { 1313 {
1396 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1315 if (!(i % 6))
1398 wc--; 1316 wc--;
1317
1399 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1400 if (!(i % 4) && (dam_bonus[stats.Str] >= 0)) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1401 stats.dam += (1 + (dam_bonus[stats.Str] / 5)); 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1402 } 1321 }
1403 } 1322 }
1404 else 1323 else
1405 wc -= (level + thaco_bonus[stats.Str]); 1324 wc -= level + thaco_bonus[stats.Str];
1406 1325
1407 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1408 1327
1409 if (stats.dam < 1) 1328 if (stats.dam < 1)
1410 stats.dam = 1; 1329 stats.dam = 1;
1411 1330
1412 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1413 1332
1414 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1415 speed -= 1; 1334 speed -= 1;
1416 1335
1417 if (attacktype == 0) 1336 if (attacktype == 0)
1418 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1419
1420 } /* End if player */ 1338 } /* End if player */
1421 1339
1422 if (added_speed >= 0) 1340 if (added_speed >= 0)
1423 speed += added_speed / 10.0; 1341 speed += added_speed / 10.f;
1424 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1425 speed /= (float) (1.0 - added_speed); 1343 speed /= 1.f - added_speed;
1426 1344
1427 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1428 if (speed > max) 1346 speed = min (speed, max_speed);
1429 speed = max;
1430 1347
1431 if (type == PLAYER) 1348 if (type == PLAYER)
1432 { 1349 {
1433 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1434 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1435 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1436 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1437 */ 1354 */
1438 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1439 if (f > 0) 1356 if (f > 0.f)
1440 speed = speed / (1.0 + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1441 } 1358 }
1442 1359
1443 speed += bonus_speed / 10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1444 1362
1445 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* Put a lower limit on speed. Note with this speed, you move once every
1446 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1447 */ 1365 */
1448 speed = speed * speed_reduce_from_disease;
1449
1450 if (speed < 0.01 && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1451 speed = 0.01; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1452 1371
1453 if (type == PLAYER) 1372 if (type == PLAYER)
1454 { 1373 {
1455 float M, W, s, D, K, S, M2;
1456
1457 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1458 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1459 * all of these could be subbed into one big equation, but 1376 * all of these could be subbed into one big equation, but
1460 * that would just be a real pain to read. 1377 * that would just be a real pain to read.
1461 */ 1378 */
1462 M = (max_carry[stats.Str] - 121) / 121.0; 1379 float M = (max_carry[stats.Str] - 121) / 121.f;
1463 M2 = max_carry[stats.Str] / 100.0; 1380 float M2 = max_carry[stats.Str] / 100.f;
1464 W = weapon_weight / 20000.0; 1381 float W = weapon_weight / 20000.f;
1465 s = 2 - weapon_speed / 10.0; 1382 float s = (20 - weapon_speed) / 10.f;
1466 D = (stats.Dex - 14) / 14.0; 1383 float D = (stats.Dex - 14) / 14.f;
1467 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1384 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1385
1468 K *= (4 + level) / (float) (6 + level) * 1.2; 1386 K *= (4 + level) * 1.2f / (6 + level);
1387
1469 if (K <= 0) 1388 if (K <= 0.01f)
1470 K = 0.01; 1389 K = 0.01f;
1471 S = speed / (K * s); 1390
1472 contr->weapon_sp = S; 1391 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1473 } 1392 }
1474 1393
1475 /* I want to limit the power of small monsters with big weapons: */ 1394 /* I want to limit the power of small monsters with big weapons: */
1476 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1395 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1477 stats.dam = arch->clone.stats.dam * 3; 1396 stats.dam = arch->stats.dam * 3;
1478 1397
1479 /* Prevent overflows of wc - best you can get is ABS(120) - this 1398 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1480 * should be more than enough - remember, AC is also in 8 bits, 1399 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1481 * so its value is the same.
1482 */
1483 if (wc > 120)
1484 wc = 120;
1485 else if (wc < -120)
1486 wc = -120;
1487
1488 stats.wc = wc;
1489
1490 if (ac > 120)
1491 ac = 120;
1492 else if (ac < -120)
1493 ac = -120;
1494
1495 stats.ac = ac;
1496 1400
1497 /* if for some reason the creature doesn't have any move type, 1401 /* if for some reason the creature doesn't have any move type,
1498 * give them walking as a default. 1402 * give them walking as a default.
1499 * The second case is a special case - to more closely mimic the 1403 * The second case is a special case - to more closely mimic the
1500 * old behaviour - if your flying, your not walking - just 1404 * old behaviour - if your flying, your not walking - just
1503 if (move_type == 0) 1407 if (move_type == 0)
1504 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1505 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1506 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1507 1411
1508 if (speed != old_speed)
1509 set_speed (speed);
1510
1511 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1512 * so we will check that now. 1413 * so we will check that now.
1513 */ 1414 */
1514 if (type == PLAYER) 1415 if (type == PLAYER)
1515 { 1416 {
1530 * false otherwise. 1431 * false otherwise.
1531 */ 1432 */
1532int 1433int
1533allowed_class (const object *op) 1434allowed_class (const object *op)
1534{ 1435{
1535 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1436 return op->stats.Dex > 0
1536 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1537} 1443}
1538 1444
1539/* 1445/*
1540 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1541 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1573 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1574 1480
1575 level = (int) (level / 5.); 1481 level = (int) (level / 5.);
1576 1482
1577 /* now set the new title */ 1483 /* now set the new title */
1578 if (pl->contr != NULL) 1484 if (pl->contr)
1579 { 1485 {
1580 if (level == 0) 1486 if (level == 0)
1581 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1582 else if (level == 1) 1488 else if (level == 1)
1583 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1612 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1613 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1614 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1615 1521
1616 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* now grab the 'dragon_ability'-forces from the player's inventory */
1617 shstr_cmp dragon_ability_force ("dragon_ability_force");
1618 shstr_cmp dragon_skin_force ("dragon_skin_force");
1619
1620 for (tmp = who->inv; tmp; tmp = tmp->below) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1621 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1622 if (tmp->arch->name == dragon_ability_force) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1623 abil = tmp; 1526 abil = tmp;
1624 else if (tmp->arch->name == dragon_skin_force) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1625 skin = tmp; 1528 skin = tmp;
1626 1529
1627 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1628 if (abil == NULL) 1531 if (abil == NULL)
1629 return; 1532 return;
1675 if (!skill_obj) 1578 if (!skill_obj)
1676 { 1579 {
1677 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1678 return NULL; 1581 return NULL;
1679 } 1582 }
1583
1680 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1681 * still doesn't know it. 1585 * still doesn't know it.
1682 */ 1586 */
1683 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1684 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1685 skill_obj->level = 1; 1589 skill_obj->level = 1;
1686 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1687 1591
1688 if (op->contr) 1592 if (player *pl = op->contr)
1689 { 1593 {
1690 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1691 if (op->contr->ns) 1595 if (pl->ns)
1692 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1693 } 1597 }
1694 1598
1695 return skill_obj; 1599 return skill_obj;
1696} 1600}
1697
1698 1601
1699/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1700 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1701 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1702 * don't really gain levels 1605 * don't really gain levels
1705 */ 1608 */
1706void 1609void
1707player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1708{ 1611{
1709 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1710 1614
1711 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1712 op = who; 1616 op = who;
1713 1617
1714 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1715 { 1619 {
1620 changed = true;
1621
1716 op->level++; 1622 op->level++;
1717 1623
1718 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1719 dragon_level_gain (who); 1625 dragon_level_gain (who);
1720 1626
1721 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1722 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1723 { 1629 {
1724 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1725 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1726 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1727 } 1633 }
1728 1634
1729 who->update_stats ();
1730 if (op->level > 1) 1635 if (op->level > 1)
1731 { 1636 {
1732 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1733 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1734 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1735 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1736 if (who) 1648 if (who)
1737 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1738 } 1650 }
1739 player_lvl_adj (who, op); /* To increase more levels */
1740 } 1651 }
1652
1741 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1742 { 1654 {
1655 changed = true;
1656
1743 op->level--; 1657 op->level--;
1744 who->update_stats (); 1658
1745 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1746 { 1660 {
1747 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1748 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1749 } 1663 }
1750 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1751 } 1667 {
1752 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1753 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1754 esrv_update_stats (who->contr);
1755 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1756} 1673}
1757 1674
1758/* 1675/*
1759 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1760 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1763sint64 1680sint64
1764level_exp (int level, double expmul) 1681level_exp (int level, double expmul)
1765{ 1682{
1766 if (level > settings.max_level) 1683 if (level > settings.max_level)
1767 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1768 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1769} 1687}
1770 1688
1771/* 1689/*
1772 * Ensure that the permanent experience requirements in an exp object are met. 1690 * Ensure that the permanent experience requirements in an exp object are met.
1809 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1810 int i; 1728 int i;
1811 1729
1812 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1813 if (op->contr->braced) 1731 if (op->contr->braced)
1814 exp = exp / 5; 1732 exp /= 5;
1815 1733
1816 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1817 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1818 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1819 * the players inventory. 1737 * the players inventory.
1820 */ 1738 */
1821 if (skill_name) 1739 if (skill_name)
1822 { 1740 {
1823 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
1975 * these last two values are only used for players. 1893 * these last two values are only used for players.
1976 */ 1894 */
1977void 1895void
1978change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1896change_exp (object *op, sint64 exp, const char *skill_name, int flag)
1979{ 1897{
1980
1981#ifdef EXP_DEBUG 1898#ifdef EXP_DEBUG
1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1899 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1983#endif 1900#endif
1984 1901
1985 /* safety */ 1902 /* safety */
2034 1951
2035/* Applies a death penalty experience, the size of this is defined by the 1952/* Applies a death penalty experience, the size of this is defined by the
2036 * settings death_penalty_percentage and death_penalty_levels, and by the 1953 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1954 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1955 */
2039
2040void 1956void
2041apply_death_exp_penalty (object *op) 1957apply_death_exp_penalty (object *op)
2042{ 1958{
2043 object *tmp; 1959 object *tmp;
2044 sint64 loss; 1960 sint64 loss;
2066 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2067 } 1983 }
2068 1984
2069 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 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)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2071 if (level_loss < 0) 1988 if (level_loss < 0)
2072 level_loss = 0; 1989 level_loss = 0;
2073 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2074 1991
2075 op->stats.exp -= loss; 1992 op->stats.exp -= loss;

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