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Comparing deliantra/server/common/living.C (file contents):
Revision 1.38 by root, Sun Apr 29 04:14:57 2007 UTC vs.
Revision 1.136 by root, Sat Nov 17 23:40:00 2018 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 *
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
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 23 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 24 */
24 25
25#include <global.h> 26#include <global.h>
26#include <funcpoint.h>
27 27
28/* Handy little macro that adds exp and keeps it within bounds. Since 28/* 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 29 * 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 30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 31 */
34static const int con_bonus[MAX_STAT + 1] = { 34static const int con_bonus[MAX_STAT + 1] = {
35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 35 -6, -5, -4, -3, -2, -1, -1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20,
36 22, 25, 30, 40, 50 36 22, 25, 30, 40, 50
37}; 37};
38 38
39/* changed the name of this to "sp_bonus" from "int_bonus" 39/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 40 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 41 * advancement. -b.t.
42 */ 42 */
43static const int sp_bonus[MAX_STAT + 1] = { 43static const int sp_bonus[MAX_STAT + 1] = {
44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 44 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
48static const int grace_bonus[MAX_STAT + 1] = { 48static const int grace_bonus[MAX_STAT + 1] = {
49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25, 49 -10, -10, -9, -8, -7, -6, -5, -4, -3, -2, -1, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 15, 20, 25,
50 30, 40, 50, 70, 100 50 30, 40, 50, 70, 100
51}; 51};
52 52
53/* 0.92.7 Changed way charisma works. Values now 53/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 54 * represent how much more it costs to buy something than to sell it
55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you 55 * (10, a value of 10 means it is that if it costs 50 gp to buy, you
56 * would only get 5 gp when you sell.) Let query_cost do the calculations 56 * would only get 5 gp when you sell.) Let query_cost do the calculations
57 * on how to really do this. Buy keeping it this simple number, it is 57 * on how to really do this. Buy keeping it this simple number, it is
58 * much easier to know how things will be influenced. A value of '1' means 58 * much easier to know how things will be influenced. A value of '1' means
59 * buying and selling is both the same value - any value less than or equal 59 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 60 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 61 * At least as of now, the only place that uses this code is query_cost,
62 * in server/shop.c. This bonus is split evenly between buying and selling 62 * in server/shop.c. This bonus is split evenly between buying and selling
63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold 63 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 64 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell
109 * These limits are probably overly generous, but being there were no values 109 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 110 * before, you need to start someplace.
111 */ 111 */
112 112
113const uint32 weight_limit[MAX_STAT + 1] = { 113const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 114 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 115 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 116 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 120 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 121};
122 122
123const int learn_spell[MAX_STAT + 1] = { 123const int learn_spell[MAX_STAT + 1] = {
124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100, 124 0, 0, 0, 1, 2, 4, 8, 12, 16, 25, 36, 45, 55, 65, 70, 75, 80, 85, 90, 95, 100, 100, 100, 100, 100,
125 100, 100, 100, 100, 100, 100 125 100, 100, 100, 100, 100, 100
140/* 140/*
141 Since this is nowhere defined ... 141 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 142 Both come in handy at least in function add_exp()
143*/ 143*/
144 144
145#define MAX_EXPERIENCE levels[settings.max_level] 145#define MAX_EXPERIENCE levels [settings.max_level]
146 146
147/* because exp_obj sum to make the total score, 147/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 148 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 149 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 150 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the 151 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 152 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 153 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 154 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 155 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 156 * up the last level experience value. Its out of
157 * line with progression of previous levels, so 157 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 158 * if more levels are desired, this should be fixed.
159 * -b.t. 159 * -b.t.
160 */ 160 */
161 161
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 162#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 163
166#define MAX_SAVE_LEVEL 110 164#define MAX_SAVE_LEVEL 110
167 165
168/* This no longer needs to be changed anytime the number of 166/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 167 * levels is increased - rather, did_make_save will do the
233const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 233};
236 234
237/* 235/*
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) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274void 239void
275change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
276{ 241{
277 if (value == 0) 242 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 243}
328 244
329/* 245/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 247 * 1-30 stat limit.
332 */ 248 */
333
334void 249void
335check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
336{ 251{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
341 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 256 }
344} 257}
345 258
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 260
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 262 * 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. 263 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 264 */
352#define DIFF_MSG(flag, msg1, msg2) \ 265#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 266 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 267
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 268/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 269
357/* flag is set to 1 if we are applying the object, -1 if we are removing 270/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 271 * the object.
359 * It is the calling functions responsibilty to check to see if the object 272 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 273 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 274 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 275 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 276 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 277 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 278 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 279 * that gives them that ability.
367 */ 280 */
368int 281int
369change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
370{ 283{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
378 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 295
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
301
386 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
387 { 303 {
388 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
389 305 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 306
393 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
395 309
396 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 317 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 318
408 if (nstat != ostat) 319 if (nstat != ostat)
409 { 320 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 322 potion_max = 0;
412 } 323 }
413 else if (i) 324 else if (i)
414 { 325 {
415 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
419 330
420 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 333 * recalculates this anyway.
423 */ 334 */
424 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 337
427 check_stat_bounds (&(op->stats)); 338 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 339 } /* end of potion handling code */
429 } 340 }
430 341
431 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 343 * everything to set
433 */ 344 */
434 if (flag == -1) 345 if (flag == -1)
435 { 346 {
436 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 348 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 349 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 350 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 351 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 352 * and not the other move_ fields.
442 */ 353 */
443 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
444 } 355 }
445 356
446 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
449 */ 360 */
450 op->update_stats (); 361 op->update_stats ();
451 362
452 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 364 * print out message if this is a bow.
454 */ 365 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 367 {
457 success = 1; 368 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 370 }
460 371
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 373 {
463 success = 1; 374 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 376 }
466 377
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 379 {
469 success = 1; 380 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 382 }
472 383
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 385 {
475 success = 1; 386 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 388 }
478 389
480 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 394 * from fly high)
484 */ 395 */
485 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
486 { 397 {
487 success = 1; 398 success = 1;
488 399
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
491 */ 402 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 404 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 406 }
496 407
497 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 409 {
499 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 411 * in that case, you don't actually land
501 */ 412 */
502 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 415 }
416
505 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 419 }
511 420
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 421 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 422 * originally undead may change their status
514 */ 423 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 424 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 425 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 426 {
518 success = 1; 427 success = 1;
519 if (flag > 0) 428 if (flag > 0)
520 { 429 {
521 op->race = "undead"; 430 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 431 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 432 }
524 else 433 else
525 { 434 {
526 op->race = op->arch->clone.race; 435 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 436 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 437 }
529 } 438 }
530 439
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 440 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 441 {
533 success = 1; 442 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 443 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 444 }
536 445
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 446 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 447 {
539 success = 1; 448 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 449 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 450 }
542 451
543 /* blinded you can tell if more blinded since blinded player has minimal 452 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 453 * vision
545 */ 454 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 455 if (tmp->flag [FLAG_BLIND])
547 { 456 {
548 success = 1; 457 success = 1;
549 if (flag > 0) 458 if (flag > 0)
550 { 459 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 460 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 461 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 462 else
554 { 463 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 465 op->set_flag (FLAG_BLIND);
557 if (op->type == PLAYER) 466 if (op->type == PLAYER)
558 op->contr->do_los = 1; 467 op->contr->do_los = 1;
559 } 468 }
560 } 469 }
561 else 470 else
562 { 471 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 472 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 473 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 474 else
566 { 475 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 477 op->clr_flag (FLAG_BLIND);
569 if (op->type == PLAYER) 478 if (op->type == PLAYER)
570 op->contr->do_los = 1; 479 op->contr->do_los = 1;
571 } 480 }
572 } 481 }
573 } 482 }
574 483
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 484 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 485 {
577 success = 1; 486 success = 1;
578 if (op->type == PLAYER) 487 if (op->type == PLAYER)
579 op->contr->do_los = 1; 488 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 489 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 490 }
582 491
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 492 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 493 {
585 success = 1; 494 success = 1;
586 if (flag > 0) 495 if (flag > 0)
587 { 496 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 497 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 498 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 499 else
591 { 500 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 502 if (op->type == PLAYER)
594 op->contr->do_los = 1; 503 op->contr->do_los = 1;
595 } 504 }
596 } 505 }
597 else 506 else
598 { 507 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 508 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 509 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 510 else
602 { 511 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 513 if (op->type == PLAYER)
611 { 520 {
612 success = 1; 521 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 522 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 } 523 }
615 524
525 if (digest_types [tmp->type])
526 {
616 if (tmp->stats.hp && op->type == PLAYER) 527 if (tmp->stats.hp && op->type == PLAYER)
617 { 528 {
618 success = 1; 529 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 530 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 } 531 }
621 532
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 533 if (tmp->stats.sp && op->type == PLAYER
623 { 534 && tmp->type != SKILL && tmp->type != BOW)
535 {
624 success = 1; 536 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 537 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 } 538 }
627 539
628 /* for the future when artifacts set this -b.t. */ 540 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER) 541 if (tmp->stats.grace && op->type == PLAYER)
630 { 542 {
631 success = 1; 543 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 544 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 } 545 }
634 546
635 if (tmp->stats.food && op->type == PLAYER) 547 if (tmp->stats.food && op->type == PLAYER)
636 { 548 {
637 success = 1; 549 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
551 }
639 } 552 }
640 553
641 /* Messages for changed resistance */ 554 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 555 for (int i = 0; i < NROFATTACKS; i++)
643 { 556 {
644 if (i == ATNR_PHYSICAL) 557 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 558 continue; /* Don't display about armour */
646 559
647 if (op->resist[i] != refop.resist[i]) 560 if (op->resist [i] != prev_resist [i])
648 { 561 {
649 success = 1; 562 success = 1;
563
650 if (op->resist[i] > refop.resist[i]) 564 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 565 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 566 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 567 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 568
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 569 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 570 }
657 } 571 }
658 572
659 if (!potion_max) 573 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 574 for (int j = 0; j < NUM_STATS; j++)
662 { 575 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 576 {
665 success = 1; 577 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 578 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 579 }
668 }
669 }
670 580
671 return success; 581 return success;
672} 582}
673 583
674/* 584/*
675 * Stat draining by Vick 930307 585 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 586 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 587 */
678
679void 588void
680object::drain_stat () 589object::drain_stat ()
681{ 590{
682 drain_specific_stat (rndm (NUM_STATS)); 591 drain_specific_stat (rndm (NUM_STATS));
683} 592}
686object::drain_specific_stat (int deplete_stats) 595object::drain_specific_stat (int deplete_stats)
687{ 596{
688 object *tmp; 597 object *tmp;
689 archetype *at; 598 archetype *at;
690 599
691 at = archetype::find (ARCH_DEPLETION); 600 at = archetype::find (shstr_depletion);
692 if (!at) 601 if (!at)
693 { 602 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 603 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 604 return;
696 } 605 }
698 { 607 {
699 tmp = present_arch_in_ob (at, this); 608 tmp = present_arch_in_ob (at, this);
700 609
701 if (!tmp) 610 if (!tmp)
702 { 611 {
703 tmp = arch_to_object (at); 612 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 613 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 614 tmp->set_flag (FLAG_APPLIED);
706 } 615 }
707 } 616 }
708 617
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 618 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1); 619 change_attr_value (&tmp->stats, deplete_stats, -1);
716 * via an applied bad_luck object. 625 * via an applied bad_luck object.
717 */ 626 */
718void 627void
719object::change_luck (int value) 628object::change_luck (int value)
720{ 629{
721 archetype *at = archetype::find ("luck"); 630 archetype *at = archetype::find (shstr_luck);
722 if (!at) 631 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 632 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 633 else
725 { 634 {
726 object *tmp = present_arch_in_ob (at, this); 635 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 637 if (!tmp)
729 { 638 {
730 if (!value) 639 if (!value)
731 return; 640 return;
732 641
733 tmp = arch_to_object (at); 642 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 643 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 644 tmp->set_flag (FLAG_APPLIED);
736 } 645 }
737 646
738 if (value) 647 if (value)
739 { 648 {
740 /* Limit the luck value of the bad luck object to +/-100. This 649 /* Limit the luck value of the bad luck object to +/-100. This
772 * Subtracts stat-bonuses given by the class which the player has chosen. 681 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 682 */
774void 683void
775object::remove_statbonus () 684object::remove_statbonus ()
776{ 685{
777 stats.Str -= arch->clone.stats.Str; 686 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 687 {
779 stats.Con -= arch->clone.stats.Con; 688 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 689 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 690 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 691 }
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} 692}
793 693
794/* 694/*
795 * Adds stat-bonuses given by the class which the player has chosen. 695 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 696 */
797void 697void
798object::add_statbonus () 698object::add_statbonus ()
799{ 699{
800 stats.Str += arch->clone.stats.Str; 700 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 701 {
802 stats.Con += arch->clone.stats.Con; 702 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 703 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 704 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 705 }
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} 706}
707
708static struct copy_flags : object::flags_t
709{
710 copy_flags ()
711 {
712 set (FLAG_LIFESAVE);
713 set (FLAG_REFL_SPELL);
714 set (FLAG_REFL_MISSILE);
715 set (FLAG_STEALTH);
716 set (FLAG_XRAYS);
717 set (FLAG_BLIND);
718 set (FLAG_SEE_IN_DARK);
719 }
720} copy_flags;
816 721
817/* 722/*
818 * Updates all abilities given by applied objects in the inventory 723 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 724 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 725 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 730 * spell system split, grace points now added to system --peterm
826 */ 731 */
827void 732void
828object::update_stats () 733object::update_stats ()
829{ 734{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 735 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 736 weight_t weapon_weight = 0;
737 int weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 738 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 739 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 740 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 741 float old_speed = speed;
742 int stat_sum [NUM_STATS];
743
744 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 745
838 /* First task is to clear all the values back to their original values */ 746 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 747 if (type == PLAYER)
840 { 748 {
749 contr->delayed_update = false;
750
841 for (i = 0; i < NUM_STATS; i++) 751 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 752 stat_sum [i] = contr->orig_stats.stat (i);
843 753
844 if (settings.spell_encumbrance == TRUE) 754 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 755 contr->encumbrance = 0;
846 756
847 attacktype = 0; 757 attacktype = 0;
758
848 contr->digestion = 0; 759 contr->digestion = 0;
849 contr->gen_hp = 0; 760 contr->gen_hp = 0;
850 contr->gen_sp = 0; 761 contr->gen_sp = 0;
851 contr->gen_grace = 0; 762 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 763 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 764 contr->item_power = 0;
854
855 /* Don't clobber all the range_ values. range_golem otherwise
856 * gets reset for no good reason, and we don't want to reset
857 * range_magic (what spell is readied). These three below
858 * well get filled in based on what the player has equipped.
859 */
860 contr->ranges[range_bow] = 0;
861 contr->ranges[range_misc] = 0;
862 contr->ranges[range_skill] = 0;
863 } 765 }
864 766
865 memcpy (body_used, body_info, sizeof (body_info)); 767 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
768 slot[i].used = slot[i].info;
866 769
867 slaying = 0; 770 slaying = 0;
868 771
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 772 if (!this->flag [FLAG_WIZ])
870 {
871 CLEAR_FLAG (this, FLAG_XRAYS);
872 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
873 } 773 {
774 this->clr_flag (FLAG_XRAYS);
775 this->clr_flag (FLAG_MAKE_INVIS);
776 }
874 777
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 778 this->clr_flag (FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 779 this->clr_flag (FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 780 this->clr_flag (FLAG_BLIND);
878 781
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 782 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 783 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 784 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 785 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
883 786
884 path_attuned = arch->clone.path_attuned; 787 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 788 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 789 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 790 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 791 move_type = arch->move_type;
889 chosen_skill = NULL;
890 792
891 /* initializing resistances from the values in player/monster's 793 /* initializing resistances from the values in player/monster's
892 * archetype clone 794 * archetype clone
893 */ 795 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 796 memcpy (&resist, &arch->resist, sizeof (resist));
895 797
896 for (i = 0; i < NROFATTACKS; i++) 798 for (int i = 0; i < NROFATTACKS; i++)
897 { 799 {
898 if (resist[i] > 0) 800 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 801 prot[i] = resist[i], vuln[i] = 0;
900 else 802 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 803 vuln[i] = -resist[i], prot[i] = 0;
804
902 potion_resist[i] = 0; 805 potion_resist[i] = -1000;
903 } 806 }
904 807
905 wc = arch->clone.stats.wc; 808 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 809 stats.dam = arch->stats.dam;
907 810
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 811 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 812 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 813 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 814 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 815 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 816 * that their protection from physical goes down
914 */ 817 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 818 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
916 { 819 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 820 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 821 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 822 }
920 else 823 else
921 ac = arch->clone.stats.ac; 824 ac = arch->stats.ac;
922 825
923 stats.luck = arch->clone.stats.luck; 826 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 827 speed = arch->speed;
828
829 chosen_skill = 0;
925 830
926 /* OK - we've reset most all the objects attributes to sane values. 831 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 832 * now go through and make adjustments for what the player has equipped.
928 */ 833 */
929 for (tmp = inv; tmp; tmp = tmp->below) 834 for (tmp = inv; tmp; tmp = tmp->below)
930 { 835 {
931 /* See note in map.c:update_position about making this additive
932 * since light sources are never applied, need to put check here.
933 */
934 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius;
936
937 /* This happens because apply_potion calls change_abil with the potion 836 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil 837 * applied so we can tell the player what changed. But change_abil
939 * then calls this function. 838 * then calls this function.
940 */ 839 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 840 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
942 continue; 841 continue;
842
843 glow_radius += tmp->glow_radius;
943 844
944 /* For some things, we don't care what is equipped */ 845 /* For some things, we don't care what is equipped */
945 if (tmp->type == SKILL) 846 if (tmp->type == SKILL)
946 { 847 {
947 /* Want to take the highest skill here. */ 848 /* Want to take the highest skill here. */
960 else if (tmp->level > grace_obj->level) 861 else if (tmp->level > grace_obj->level)
961 grace_obj = tmp; 862 grace_obj = tmp;
962 } 863 }
963 } 864 }
964 865
965 /* Container objects are not meant to adjust a players, but other applied 866 /* Container objects are not meant to adjust players, but other applied
966 * objects need to make adjustments. 867 * objects need to make adjustments.
967 * This block should handle all player specific changes 868 * This block should handle all player specific changes
968 * The check for Praying is a bit of a hack - god given bonuses are put 869 * The check for Praying is a bit of a hack - god given bonuses are put
969 * in the praying skill, and the player should always get those. 870 * in the praying skill, and the player should always get those.
970 * It also means we need to put in additional checks for applied below, 871 * It also means we need to put in additional checks for applied below,
971 * because the skill shouldn't count against body positions being used 872 * because the skill shouldn't count against body positions being used
972 * up, etc. 873 * up, etc.
973 */ 874 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 875 if ((tmp->flag [FLAG_APPLIED]
876 && tmp->type != CONTAINER
877 && tmp->type != CLOSE_CON
878 && tmp->type != SPELL)
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 879 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
976 { 880 {
977 if (type == PLAYER) 881 if (type == PLAYER)
978 { 882 {
979 if (tmp->type == BOW) 883 contr->item_power += tmp->item_power;
980 contr->ranges[range_bow] = tmp;
981 884
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
983 contr->ranges[range_misc] = tmp;
984
985 for (i = 0; i < NUM_STATS; i++) 885 for (int i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 886 stat_sum [i] += tmp->stats.stat (i);
987 887
988 /* these are the items that currently can change digestion, regeneration, 888 if (digest_types [tmp->type])
989 * spell point recovery and mana point recovery. Seems sort of an arbitary
990 * list, but other items store other info into stats array.
991 */
992 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
993 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
994 (tmp->type == SHIELD) || (tmp->type == RING) ||
995 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
996 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
997 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
998 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
999 (tmp->type == SKILL))
1000 { 889 {
1001 contr->digestion += tmp->stats.food; 890 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp; 891 contr->gen_hp += tmp->stats.hp;
892 if (tmp->type != BOW) // ugly exception for bows
1003 contr->gen_sp += tmp->stats.sp; 893 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 894 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 895 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power;
1007 } 896 }
1008 } /* if this is a player */ 897 } /* if this is a player */
898 else
899 {
900 if (tmp->type == WEAPON)
901 current_weapon = tmp;
902 }
1009 903
1010 /* Update slots used for items */ 904 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 905 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 906 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
1013 body_used[i] += tmp->body_info[i]; 907 slot[i].used += tmp->slot[i].info;
1014 908
1015 if (tmp->type == SYMPTOM) 909 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0; 910 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1;
1020 }
1021 911
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 912 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 913 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 914 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 915 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 916 */
917 if (tmp->type == POTION_EFFECT)
918 for (int i = 0; i < NROFATTACKS; i++)
919 max_it (potion_resist[i], tmp->resist[i]);
1027 if (tmp->type != POTION) 920 else if (tmp->type != POTION)
921 for (int i = 0; i < NROFATTACKS; i++)
922 if (tmp->resist[i] > 0)
923 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
924 else if (tmp->resist[i] < 0)
925 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
926
927 /* There may be other things that should not adjust the attacktype */
928 if (tmp->type != SYMPTOM)
1028 { 929 {
1029 for (i = 0; i < NROFATTACKS; i++) 930 attacktype |= tmp->attacktype;
1030 { 931 path_attuned |= tmp->path_attuned;
1031 /* Potential for cursed potions, in which case we just can use 932 path_repelled |= tmp->path_repelled;
1032 * a straight MAX, as potion_resist is initialised to zero. 933 path_denied |= tmp->path_denied;
1033 */ 934 move_type |= tmp->move_type;
1034 if (tmp->type == POTION_EFFECT) 935 stats.luck += tmp->stats.luck;
1035 {
1036 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1038 else
1039 potion_resist[i] = tmp->resist[i];
1040 }
1041 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1043 else if (tmp->resist[i] < 0)
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 }
1046 } 936 }
1047 937
1048 /* There may be other things that should not adjust the attacktype */ 938 flag |= tmp->flag & copy_flags;
1049 if (tmp->type != BOW && tmp->type != SYMPTOM)
1050 attacktype |= tmp->attacktype;
1051 939
1052 path_attuned |= tmp->path_attuned; 940 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1053 path_repelled |= tmp->path_repelled; 941 this->set_flag (FLAG_UNDEAD);
1054 path_denied |= tmp->path_denied;
1055 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type;
1057 942
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 943 //TODO: copy_flags?
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL); 944 if (tmp->flag [FLAG_MAKE_INVIS])
1060 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1061 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1062 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1063 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1064 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1065
1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD))
1067 SET_FLAG (this, FLAG_UNDEAD);
1068
1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 { 945 {
1071 SET_FLAG (this, FLAG_MAKE_INVIS); 946 set_flag (FLAG_MAKE_INVIS);
1072 invisible = 1; 947 invisible = 1;
1073 } 948 }
1074 949
1075 if (tmp->stats.exp && tmp->type != SKILL) 950 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 951 {
1077 if (tmp->stats.exp > 0) 952 if (tmp->stats.exp > 0)
1078 { 953 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 954 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 955 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 956 }
1082 else 957 else
1083 added_speed += (float) tmp->stats.exp; 958 added_speed += tmp->stats.exp;
1084 } 959 }
1085 960
1086 switch (tmp->type) 961 switch (tmp->type)
1087 { 962 {
1088 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */
1090 case SKILL: 963 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 964 {
965 // some skills will end up here without counting as "applied"
966 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
1092 break; 967 break;
1093 968
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill) 969 if (chosen_skill)
970 {
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 971 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
972 &name, &chosen_skill->name, &tmp->name);
1099 973
974 tmp->flag [FLAG_APPLIED] = false;
975 update_stats ();
976 return;
977 }
978
1100 chosen_skill = tmp; 979 chosen_skill = tmp;
1101 980
1102 if (tmp->stats.dam > 0) 981 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 982 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 983 if (!this->flag [FLAG_READY_WEAPON])
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 984 weapon_speed = max (0, WEAPON_SPEED (tmp));
1106 985
1107 if (weapon_speed < 0)
1108 weapon_speed = 0;
1109
1110 weapon_weight = tmp->weight; 986 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 987 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1112 988
1113 if (tmp->magic) 989 if (tmp->magic)
1114 stats.dam += tmp->magic; 990 stats.dam += tmp->magic;
1115 } 991 }
1116 992
1117 if (tmp->stats.wc) 993 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 994 wc -= tmp->stats.wc + tmp->magic;
1119 995
1120 if (tmp->slaying != NULL) 996 if (tmp->slaying)
1121 slaying = tmp->slaying; 997 slaying = tmp->slaying;
1122 998
1123 if (tmp->stats.ac) 999 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1000 ac -= tmp->stats.ac + tmp->magic;
1125 1001
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1002 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1003 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break; 1004 }
1133 1005
1134 case SKILL_TOOL:
1135 if (chosen_skill)
1136 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1137
1138 chosen_skill = tmp;
1139
1140 if (type == PLAYER)
1141 contr->ranges[range_skill] = this;
1142 break; 1006 break;
1143 1007
1144 case SHIELD: 1008 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1009 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1010 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1011 //FALLTHROUGH
1147 case RING: 1012 case RING:
1148 case AMULET: 1013 case AMULET:
1149 case GIRDLE: 1014 case GIRDLE:
1150 case HELMET: 1015 case HELMET:
1151 case BOOTS: 1016 case BOOTS:
1160 if (tmp->stats.ac) 1025 if (tmp->stats.ac)
1161 ac -= tmp->stats.ac + tmp->magic; 1026 ac -= tmp->stats.ac + tmp->magic;
1162 1027
1163 break; 1028 break;
1164 1029
1030 case RANGED:
1165 case BOW: 1031 case BOW:
1166 case WEAPON: 1032 case WEAPON:
1167 wc -= tmp->stats.wc + tmp->magic; 1033 wc -= tmp->stats.wc + tmp->magic;
1168 1034
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1035 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1036 ac -= tmp->stats.ac + tmp->magic;
1171 1037
1172 stats.dam += tmp->stats.dam + tmp->magic; 1038 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1039 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1040 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1041
1176 if (weapon_speed < 0) 1042 if (weapon_speed < 0)
1177 weapon_speed = 0; 1043 weapon_speed = 0;
1178 1044
1179 slaying = tmp->slaying; 1045 slaying = tmp->slaying;
1046
1180 /* If there is desire that two handed weapons should do 1047 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1048 * extra strength damage, this is where the code should
1182 * go. 1049 * go.
1183 */ 1050 */
1184 current_weapon = tmp; 1051
1052 if (type == PLAYER)
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1187 1055
1188 break; 1056 break;
1189 1057
1190 case ARMOUR: /* Only the best of these three are used: */ 1058 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1059 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1060 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1193 1061
1194 case BRACERS: 1062 case BRACERS:
1195 case FORCE: 1063 case FORCE:
1196 if (tmp->stats.wc) 1064 if (tmp->stats.wc)
1197 { 1065 {
1214 else /* To nullify the below effect */ 1082 else /* To nullify the below effect */
1215 ac += tmp->stats.ac + tmp->magic; 1083 ac += tmp->stats.ac + tmp->magic;
1216 } 1084 }
1217 1085
1218 if (tmp->stats.wc) 1086 if (tmp->stats.wc)
1219 wc -= (tmp->stats.wc + tmp->magic); 1087 wc -= tmp->stats.wc + tmp->magic;
1220 1088
1221 if (tmp->stats.ac) 1089 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1090 ac -= tmp->stats.ac + tmp->magic;
1223 1091
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1092 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1093 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1094
1227 break; 1095 break;
1228 } /* switch tmp->type */ 1096 } /* switch tmp->type */
1229 } /* item is equipped */ 1097 } /* item is equipped */
1230 } /* for loop of items */ 1098 } /* for loop of items */
1231 1099
1100 min_it (glow_radius, MAX_LIGHT_RADIUS);
1101
1232 /* We've gone through all the objects the player has equipped. For many things, we 1102 /* We've gone through all the objects the player has equipped. For many things, we
1233 * have generated intermediate values which we now need to assign. 1103 * have generated intermediate values which we now need to assign.
1234 */ 1104 */
1235 1105
1236 /* 'total resistance = total protections - total vulnerabilities'. 1106 /* 'total resistance = total protections - total vulnerabilities'.
1237 * If there is an uncursed potion in effect, granting more protection 1107 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1108 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1109 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1110 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1111 */
1242 for (i = 0; i < NROFATTACKS; i++) 1112 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1113 {
1244 resist[i] = prot[i] - vuln[i]; 1114 resist[i] = prot[i] - vuln[i];
1245 1115
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1116 if (potion_resist[i] != -1000
1117 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1247 resist[i] = potion_resist[i]; 1118 resist[i] = potion_resist[i];
1248 } 1119 }
1249 1120
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1121 if (type == PLAYER)
1252 { 1122 {
1123 // clamp various player stats
1124 for (int i = 0; i < NUM_STATS; ++i)
1125 stats.stat (i) = stat_sum [i];
1126
1127 check_stat_bounds (&stats);
1128
1129 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1130
1131 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1132 int pl_level;
1254 1133
1255 check_stat_bounds (&(stats));
1256 pl_level = level;
1257
1258 if (pl_level < 1)
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1134 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1260 1135
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1136 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1137 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1138 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1139 stats.maxhp = 0;
1140 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1141 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1142 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1143
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1144 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1145 if (con_bonus[stats.Con] > 0)
1271 j++; 1146 j++;
1272 else 1147 else
1273 j--; 1148 j--;
1274 }
1275 1149
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1150 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1151 }
1278 1152
1279 for (i = 11; i <= level; i++) 1153 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1154
1282 if (stats.hp > stats.maxhp) 1155 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1156 stats.hp = stats.maxhp;
1284 1157
1285 /* Sp gain is controlled by the level of the player's 1158 /* Sp gain is controlled by the level of the player's
1286 * relevant experience object (mana_obj, see above) 1159 * relevant experience object (mana_obj, see above)
1287 */ 1160 */
1288 /* following happen when skills system is not used */ 1161 /* following happen when skills system is not used */
1289 if (!mana_obj) 1162 if (!mana_obj)
1290 mana_obj = this; 1163 mana_obj = this;
1291 1164
1298 1171
1299 if (mana_obj == this && type == PLAYER) 1172 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1173 stats.maxsp = 1;
1301 else 1174 else
1302 { 1175 {
1303 sp_tmp = 0.0; 1176 float sp_tmp = 0.f;
1304 1177
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1178 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1179 {
1307 float stmp; 1180 float stmp;
1308 1181
1309 /* Got some extra bonus at first level */ 1182 /* Got some extra bonus at first level */
1310 if (i < 2) 1183 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1184 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1185 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1186 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1187
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1188 sp_tmp += max (1.f, stmp);
1319 } 1189 }
1320 1190
1321 stats.maxsp = (int) sp_tmp; 1191 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1322
1323 for (i = 11; i <= mana_obj->level; i++)
1324 stats.maxsp += 2;
1325 } 1192 }
1193
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1194 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1195 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1196
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1197 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1198 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1199 grace_obj = this;
1333 1200
1338 /* store grace in a float - this way, the divisions below don't create 1205 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1206 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1207 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1208 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1209 */
1343 sp_tmp = 0.0; 1210 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1211
1212 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1213 {
1346 float grace_tmp = 0.0; 1214 float grace_tmp = 0.f;
1347 1215
1348 /* Got some extra bonus at first level */ 1216 /* Got some extra bonus at first level */
1349 if (i < 2) 1217 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1218 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1219 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1220 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1221
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1222 sp_tmp += max (1.f, grace_tmp);
1360 } 1223 }
1361 1224
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1225 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1226 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1227 }
1228
1368 /* No limit on grace vs maxgrace */ 1229 /* No limit on grace vs maxgrace */
1369 1230
1370 if (contr->braced) 1231 if (contr->braced)
1371 { 1232 {
1372 ac += 2; 1233 ac += 2;
1373 wc += 4; 1234 wc += 4;
1374 } 1235 }
1375 else 1236 else
1376 ac -= dex_bonus[stats.Dex]; 1237 ac -= dex_bonus[stats.Dex];
1377 1238
1378 /* In new exp/skills system, wc bonuses are related to 1239 /* In new exp/skills system, wc bonuses are related to
1379 * the players level in a relevant exp object (wc_obj) 1240 * the players level in a relevant exp object (wc_obj)
1380 * not the general player level -b.t. 1241 * not the general player level -b.t.
1381 * I changed this slightly so that wc bonuses are better 1242 * I changed this slightly so that wc bonuses are better
1382 * than before. This is to balance out the fact that 1243 * than before. This is to balance out the fact that
1383 * the player no longer gets a personal weapon w/ 1 1244 * the player no longer gets a personal weapon w/ 1
1384 * improvement every level, now its fighterlevel/5. So 1245 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1246 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1247 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1248 * monster bonus the same as before. -b.t.
1388 */ 1249 */
1250 object *wc_obj = chosen_skill;
1389 1251
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1252 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1253 {
1392 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1254 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393 1255
1394 for (i = 1; i < wc_obj->level; i++) 1256 for (int i = 1; i < wc_obj->level; i++)
1395 { 1257 {
1396 /* addtional wc every 6 levels */ 1258 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1259 if (!(i % 6))
1398 wc--; 1260 wc--;
1399 1261
1400 /* addtional dam every 4 levels. */ 1262 /* additional dam every 4 levels. */
1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1263 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1264 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1265 }
1404 } 1266 }
1405 else 1267 else
1408 stats.dam += dam_bonus[stats.Str]; 1270 stats.dam += dam_bonus[stats.Str];
1409 1271
1410 if (stats.dam < 1) 1272 if (stats.dam < 1)
1411 stats.dam = 1; 1273 stats.dam = 1;
1412 1274
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1275 speed = 1.f + speed_bonus[stats.Dex];
1414 1276
1415 if (settings.search_items && contr->search_str[0]) 1277 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1278 speed -= 1;
1417
1418 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype;
1420
1421 } /* End if player */ 1279 } /* End if player */
1422 1280
1423 if (added_speed >= 0) 1281 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1282 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1283 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1284 speed /= 1.f - added_speed;
1427 1285
1428 /* Max is determined by armour */ 1286 /* Max is determined by armour */
1429 if (speed > max) 1287 speed = min (speed, max_speed);
1430 speed = max;
1431 1288
1432 if (type == PLAYER) 1289 if (type == PLAYER)
1433 { 1290 {
1434 /* f is a number the represents the number of kg above (positive num) 1291 /* 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 1292 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1293 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1294 * much above he is, and what is max carry is
1438 */ 1295 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1296 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1440 if (f > 0) 1297 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1298 speed /= (1.f + f / max_carry[stats.Str]);
1442 } 1299 }
1443 1300
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1301 speed += bonus_speed / 10.f; /* Not affected by limits */
1302 speed *= speed_reduce_from_disease;
1445 1303
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1304 /* 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. 1305 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1306 */
1449 speed = speed * speed_reduce_from_disease; 1307 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1450 1308
1451 if (speed < 0.01 && type == PLAYER) 1309 if (speed != old_speed)
1452 speed = 0.01; 1310 set_speed (speed);
1453 1311
1454 if (type == PLAYER) 1312 if (type == PLAYER)
1455 { 1313 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1314 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1315 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1316 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1317 * that would just be a real pain to read.
1462 */ 1318 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1319 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1320 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1321 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1322 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1323 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1324 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1325
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1326 K *= (4 + level) * 1.2f / (6 + level);
1327
1470 if (K <= 0) 1328 if (K <= 0.01f)
1471 K = 0.01; 1329 K = 0.01f;
1472 S = speed / (K * s); 1330
1473 contr->weapon_sp = S; 1331 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1332 }
1475 1333
1476 /* I want to limit the power of small monsters with big weapons: */ 1334 /* 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) 1335 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1336 stats.dam = arch->stats.dam * 3;
1479 1337
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1338 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1339 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 1340
1498 /* if for some reason the creature doesn't have any move type, 1341 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1342 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1343 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1344 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1347 if (move_type == 0)
1505 move_type = MOVE_WALK; 1348 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1349 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1350 move_type &= ~MOVE_WALK;
1508 1351
1509 if (speed != old_speed) 1352 // now apply the new move_type
1510 set_speed (speed); 1353 if (this->move_type != move_type)
1354 change_move_type (move_type);
1511 1355
1512 /* It is quite possible that a player's spell costing might have changed, 1356 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1357 * so we will check that now.
1514 */ 1358 */
1515 if (type == PLAYER) 1359 if (is_player ())
1516 { 1360 contr->update_spells ();
1517 esrv_update_stats (contr);
1518 esrv_update_spells (contr);
1519 }
1520 1361
1521 // update the mapspace, if we are on a map 1362 // update the mapspace, if we are on a map
1522 if (!flag [FLAG_REMOVED] && map) 1363 if (!flag [FLAG_REMOVED] && map)
1523 map->at (x, y).flags_ = 0; 1364 map->at (x, y).flags_ = 0;
1524} 1365}
1525 1366
1526/* 1367void
1527 * Returns true if the given player is a legal class. 1368object::set_glow_radius (sint8 rad)
1528 * The function to add and remove class-bonuses to the stats doesn't
1529 * check if the stat becomes negative, thus this function
1530 * merely checks that all stats are 1 or more, and returns
1531 * false otherwise.
1532 */
1533int
1534allowed_class (const object *op)
1535{ 1369{
1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1370 glow_radius = rad;
1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1371
1372 if (is_on_map ())
1373 update_all_los (map, x, y);
1374 else if (object *env = outer_env ())
1375 {
1376 env->update_stats ();
1377
1378 if (env->is_on_map ())
1379 update_all_los (env->map, env->x, env->y);
1380 }
1538} 1381}
1539 1382
1540/* 1383/*
1541 * set the new dragon name after gaining levels or 1384 * set the new dragon name after gaining levels or
1542 * changing ability focus (later this can be extended to 1385 * changing ability focus (later this can be extended to
1543 * eventually change the player's face and animation) 1386 * eventually change the player's face and animation)
1544 *
1545 * Note that the title is written to 'own_title' in the
1546 * player struct. This should be changed to 'ext_title'
1547 * as soon as clients support this!
1548 * Please, anyone, write support for 'ext_title'.
1549 */ 1387 */
1550void 1388void
1551set_dragon_name (object *pl, const object *abil, const object *skin) 1389set_dragon_name (object *pl, const object *abil, const object *skin)
1552{ 1390{
1553 int atnr = -1; /* attacknumber of highest level */ 1391 int atnr = -1; /* attacknumber of highest level */
1571 /* now if there are equals at highest level, pick the one with focus, 1409 /* now if there are equals at highest level, pick the one with focus,
1572 or else at random */ 1410 or else at random */
1573 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1411 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1574 atnr = abil->stats.exp; 1412 atnr = abil->stats.exp;
1575 1413
1576 level = (int) (level / 5.);
1577
1578 /* now set the new title */ 1414 /* now set the new title */
1579 if (pl->contr != NULL)
1580 {
1581 if (level == 0)
1582 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1415 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1583 else if (level == 1)
1584 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1416 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1585 else if (level == 2)
1586 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1417 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1587 else if (level == 3)
1588 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1418 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1589 else 1419 else
1590 { 1420 {
1591 /* special titles for extra high resistance! */ 1421 /* special titles for extra high resistance! */
1592 if (skin->resist[atnr] > 80)
1593 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1422 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1594 else if (skin->resist[atnr] > 50)
1595 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1423 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1596 else
1597 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1424 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1598 }
1599 } 1425 }
1600 1426
1601 strcpy (pl->contr->own_title, ""); 1427 strcpy (pl->contr->own_title, "");
1602} 1428}
1603 1429
1604/* 1430/*
1605 * This function is called when a dragon-player gains 1431 * This function is called when a dragon-player gains
1606 * an overall level. Here, the dragon might gain new abilities 1432 * an overall level. Here, the dragon might gain new abilities
1607 * or change the ability-focus. 1433 * or change the ability-focus.
1608 */ 1434 */
1609void 1435static void
1610dragon_level_gain (object *who) 1436dragon_level_gain (object *who)
1611{ 1437{
1612 object *abil = NULL; /* pointer to dragon ability force */ 1438 object *abil = NULL; /* pointer to dragon ability force */
1613 object *skin = NULL; /* pointer to dragon skin force */ 1439 object *skin = NULL; /* pointer to dragon skin force */
1614 object *tmp = NULL; /* tmp. object */ 1440 object *tmp = NULL; /* tmp. object */
1615 char buf[MAX_BUF]; /* tmp. string buffer */ 1441 char buf[MAX_BUF]; /* tmp. string buffer */
1616 1442
1617 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1443 /* now grab the 'dragon_ability'-forces from the player's inventory */
1618 shstr_cmp dragon_ability_force ("dragon_ability_force");
1619 shstr_cmp dragon_skin_force ("dragon_skin_force");
1620
1621 for (tmp = who->inv; tmp; tmp = tmp->below) 1444 for (tmp = who->inv; tmp; tmp = tmp->below)
1622 if (tmp->type == FORCE) 1445 if (tmp->type == FORCE)
1623 if (tmp->arch->name == dragon_ability_force) 1446 if (tmp->arch->archname == shstr_dragon_ability_force)
1624 abil = tmp; 1447 abil = tmp;
1625 else if (tmp->arch->name == dragon_skin_force) 1448 else if (tmp->arch->archname == shstr_dragon_skin_force)
1626 skin = tmp; 1449 skin = tmp;
1627 1450
1628 /* if the force is missing -> bail out */ 1451 /* if the force is missing -> bail out */
1629 if (abil == NULL) 1452 if (abil == NULL)
1630 return; 1453 return;
1631 1454
1632 /* The ability_force keeps track of maximum level ever achieved. 1455 /* The ability_force keeps track of maximum level ever achieved.
1633 * New abilties can only be gained by surpassing this max level 1456 * New abilties can only be gained by surpassing this max level
1634 */ 1457 */
1635 if (who->level > abil->level) 1458 if (who->level > abil->level)
1636 { 1459 {
1637 /* increase our focused ability */ 1460 /* increase our focused ability */
1638 abil->resist[abil->stats.exp]++; 1461 abil->resist[abil->stats.exp]++;
1673 object *skill_obj; 1496 object *skill_obj;
1674 1497
1675 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1498 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1676 if (!skill_obj) 1499 if (!skill_obj)
1677 { 1500 {
1678 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1501 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1679 return NULL; 1502 return NULL;
1680 } 1503 }
1504
1681 /* clear the flag - exp goes into this bucket, but player 1505 /* clear the flag - exp goes into this bucket, but player
1682 * still doesn't know it. 1506 * still doesn't know it.
1683 */ 1507 */
1684 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1508 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1685 skill_obj->stats.exp = 0; 1509 skill_obj->stats.exp = 0;
1686 skill_obj->level = 1; 1510 skill_obj->level = 1;
1687 insert_ob_in_ob (skill_obj, op); 1511 op->insert (skill_obj);
1688 1512
1689 if (op->contr) 1513 if (player *pl = op->contr)
1690 { 1514 pl->link_skills ();
1691 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1692 if (op->contr->ns)
1693 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1694 }
1695 1515
1696 return skill_obj; 1516 return skill_obj;
1697} 1517}
1698
1699 1518
1700/* player_lvl_adj() - for the new exp system. we are concerned with 1519/* player_lvl_adj() - for the new exp system. we are concerned with
1701 * whether the player gets more hp, sp and new levels. 1520 * whether the player gets more hp, sp and new levels.
1702 * Note this this function should only be called for players. Monstes 1521 * Note this this function should only be called for players. Monstes
1703 * don't really gain levels 1522 * don't really gain levels
1706 */ 1525 */
1707void 1526void
1708player_lvl_adj (object *who, object *op) 1527player_lvl_adj (object *who, object *op)
1709{ 1528{
1710 char buf[MAX_BUF]; 1529 char buf[MAX_BUF];
1530 bool changed = false;
1711 1531
1712 if (!op) /* when rolling stats */ 1532 if (!op) /* when rolling stats */
1713 op = who; 1533 op = who;
1714 1534
1715 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1535 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1716 { 1536 {
1537 changed = true;
1538
1717 op->level++; 1539 op->level++;
1718 1540
1719 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1541 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1720 dragon_level_gain (who); 1542 dragon_level_gain (who);
1721 1543
1722 /* Only roll these if it is the player (who) that gained the level */ 1544 /* Only roll these if it is the player (who) that gained the level */
1723 if (op == who && (who->level < 11) && who->type == PLAYER) 1545 if (op == who && (who->level < 11) && who->type == PLAYER)
1724 { 1546 {
1725 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1547 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1726 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1548 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1727 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1549 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1728 } 1550 }
1729 1551
1730 who->update_stats ();
1731 if (op->level > 1) 1552 if (op->level > 1)
1732 { 1553 {
1733 if (op->type != PLAYER) 1554 if (op->type != PLAYER)
1555 {
1556 who->contr->play_sound (sound_find ("skill_up"));
1734 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1557 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1558 }
1735 else 1559 else
1560 {
1561 who->contr->play_sound (sound_find ("level_up"));
1736 sprintf (buf, "You are now level %d.", op->level); 1562 sprintf (buf, "You are now level %d.", op->level);
1563 }
1564
1737 if (who) 1565 if (who)
1738 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1566 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1739 } 1567 }
1740 player_lvl_adj (who, op); /* To increase more levels */
1741 } 1568 }
1569
1742 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1570 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1743 { 1571 {
1572 changed = true;
1573
1744 op->level--; 1574 op->level--;
1745 who->update_stats (); 1575
1746 if (op->type != PLAYER) 1576 if (op->type != PLAYER)
1747 { 1577 {
1748 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1578 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1749 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1579 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1750 } 1580 }
1751 player_lvl_adj (who, op); /* To decrease more levels */
1752 } 1581 }
1753 1582
1754 /* check if the spell data has changed */ 1583 if (changed)
1755 esrv_update_stats (who->contr); 1584 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1756 esrv_update_spells (who->contr);
1757} 1585}
1758 1586
1759/* 1587/*
1760 * Returns how much experience is needed for a player to become 1588 * Returns how much experience is needed for a player to become
1761 * the given level. level should really never exceed max_level 1589 * the given level. level should really never exceed max_level
1762 */ 1590 */
1763 1591
1764sint64 1592sint64
1765level_exp (int level, double expmul) 1593level_exp (int level, double expmul)
1766{ 1594{
1767 if (level > settings.max_level) 1595 return expmul * level_to_min_exp (level);
1768 return (sint64) (expmul * levels[settings.max_level]);
1769 return (sint64) (expmul * levels[level]);
1770} 1596}
1771 1597
1772/* 1598/*
1773 * Ensure that the permanent experience requirements in an exp object are met. 1599 * Ensure that the permanent experience requirements in an exp object are met.
1774 * This really just checks 'op to make sure the perm_exp value is within 1600 * This really just checks 'op to make sure the perm_exp value is within
1780calc_perm_exp (object *op) 1606calc_perm_exp (object *op)
1781{ 1607{
1782 int p_exp_min; 1608 int p_exp_min;
1783 1609
1784 /* Ensure that our permanent experience minimum is met. 1610 /* Ensure that our permanent experience minimum is met.
1785 * permenent_exp_ratio is an integer percentage, we divide by 100 1611 * permenent_exp_ratio is an integer percentage, we divide by 100
1786 * to get the fraction */ 1612 * to get the fraction */
1787 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1613 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1788 1614
1789 if (op->perm_exp < p_exp_min) 1615 if (op->perm_exp < p_exp_min)
1790 op->perm_exp = p_exp_min; 1616 op->perm_exp = p_exp_min;
1802 * NULL, in which case exp increases the players general 1628 * NULL, in which case exp increases the players general
1803 * total, but not any particular skill. 1629 * total, but not any particular skill.
1804 * flag is what to do if the player doesn't have the skill: 1630 * flag is what to do if the player doesn't have the skill:
1805 */ 1631 */
1806static void 1632static void
1807add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1633add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1808{ 1634{
1809 object *skill_obj = NULL; 1635 object *skill_obj;
1810 sint64 limit, exp_to_add; 1636 sint64 limit, exp_to_add;
1811 int i;
1812 1637
1813 /* prevents some forms of abuse. */ 1638 /* prevents some forms of abuse. */
1814 if (op->contr->braced) 1639 if (op->contr->braced)
1815 exp = exp / 5; 1640 exp /= 5;
1816 1641
1817 /* Try to find the matching skill. 1642 /* Try to find the matching skill.
1818 * We do a shortcut/time saving mechanism first - see if it matches 1643 * We do a shortcut/time saving mechanism first - see if it matches
1819 * chosen_skill. This means we don't need to search through 1644 * chosen_skill. This means we don't need to search through
1820 * the players inventory. 1645 * the players inventory.
1821 */ 1646 */
1647 skill_obj = 0;
1648
1822 if (skill_name) 1649 if (skill_name)
1823 { 1650 {
1824 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1651 skill_obj = op->contr->find_skill (skill_name);
1825 skill_obj = op->chosen_skill;
1826 else
1827 {
1828 for (i = 0; i < NUM_SKILLS; i++)
1829 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1830 {
1831 skill_obj = op->contr->last_skill_ob[i];
1832 break;
1833 }
1834 1652
1835 /* Player doesn't have the skill. Check to see what to do, and give 1653 /* Player doesn't have the skill. Check to see what to do, and give
1836 * it to the player if necessary 1654 * it to the player if necessary
1837 */ 1655 */
1838 if (!skill_obj) 1656 if (!skill_obj)
1839 { 1657 {
1840 if (flag == SK_EXP_NONE) 1658 if (flag == SK_EXP_NONE)
1841 return; 1659 return;
1660
1842 else if (flag == SK_EXP_ADD_SKILL) 1661 if (flag == SK_EXP_ADD_SKILL)
1843 give_skill_by_name (op, skill_name); 1662 skill_obj = give_skill_by_name (op, skill_name);
1844 }
1845 } 1663 }
1846 } 1664 }
1847 1665
1848 if (flag != SK_EXP_SKILL_ONLY) 1666 if (flag != SK_EXP_SKILL_ONLY)
1849 { 1667 {
1850 /* Basically, you can never gain more experience in one shot 1668 /* Basically, you can never gain more experience in one shot
1851 * than half what you need to gain for next level. 1669 * than half what you need to gain for next level.
1852 */ 1670 */
1853 exp_to_add = exp; 1671 exp_to_add = exp;
1854 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1672 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1855 if (exp_to_add > limit) 1673 if (exp_to_add > limit)
1856 exp_to_add = limit; 1674 exp_to_add = limit;
1857 1675
1858 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1676 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1859 if (settings.permanent_exp_ratio) 1677 if (settings.permanent_exp_ratio)
1866 } 1684 }
1867 1685
1868 if (skill_obj) 1686 if (skill_obj)
1869 { 1687 {
1870 exp_to_add = exp; 1688 exp_to_add = exp;
1871 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1689 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1872 if (exp_to_add > limit) 1690 if (exp_to_add > limit)
1873 exp_to_add = limit; 1691 exp_to_add = limit;
1874 1692
1875 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1693 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1876 if (settings.permanent_exp_ratio) 1694 if (settings.permanent_exp_ratio)
1882 player_lvl_adj (op, skill_obj); 1700 player_lvl_adj (op, skill_obj);
1883 } 1701 }
1884} 1702}
1885 1703
1886/* This function checks to make sure that object 'op' can 1704/* This function checks to make sure that object 'op' can
1887 * lost 'exp' experience. It returns the amount of exp 1705 * lose 'exp' experience. It returns the amount of exp
1888 * object 'op' can in fact lose - it basically makes 1706 * object 'op' can in fact lose - it basically makes
1889 * adjustments based on permanent exp and the like. 1707 * adjustments based on permanent exp and the like.
1890 * This function should always be used for losing experience - 1708 * This function should always be used for losing experience -
1891 * the 'exp' value passed should be positive - this is the 1709 * the 'exp' value passed should be positive - this is the
1892 * amount that should get subtract from the player. 1710 * amount that should get subtract from the player.
1893 */ 1711 */
1894sint64 1712static sint64
1895check_exp_loss (const object *op, sint64 exp) 1713check_exp_loss (const object *op, sint64 exp)
1896{ 1714{
1897 sint64 del_exp; 1715 sint64 del_exp;
1898 1716
1899 if (exp > op->stats.exp) 1717 if (exp > op->stats.exp)
1900 exp = op->stats.exp; 1718 exp = op->stats.exp;
1719
1901 if (settings.permanent_exp_ratio) 1720 if (settings.permanent_exp_ratio)
1902 { 1721 {
1903 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1722 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1723
1904 if (del_exp < 0) 1724 if (del_exp < 0)
1905 del_exp = 0; 1725 del_exp = 0;
1726
1906 if (exp > del_exp) 1727 if (exp > del_exp)
1907 exp = del_exp; 1728 exp = del_exp;
1908 } 1729 }
1730
1909 return exp; 1731 return exp;
1910} 1732}
1911 1733
1912sint64 1734sint64
1913check_exp_adjust (const object *op, sint64 exp) 1735check_exp_adjust (const object *op, sint64 exp)
1914{ 1736{
1915 if (exp < 0) 1737 if (exp < 0)
1916 return check_exp_loss (op, exp); 1738 return check_exp_loss (op, exp);
1917 else 1739 else
1918 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1740 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1919} 1741}
1920
1921 1742
1922/* Subtracts experience from player. 1743/* Subtracts experience from player.
1923 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1744 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1924 * only subtract from the matching skill. Otherwise, 1745 * only subtract from the matching skill. Otherwise,
1925 * this subtracts a portion from all 1746 * this subtracts a portion from all
1930 * where everything is at the minimum perm exp, he would lose nothing. 1751 * where everything is at the minimum perm exp, he would lose nothing.
1931 * exp is the amount of exp to subtract - thus, it should be 1752 * exp is the amount of exp to subtract - thus, it should be
1932 * a postive number. 1753 * a postive number.
1933 */ 1754 */
1934static void 1755static void
1935subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1756subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1936{ 1757{
1937 float fraction = (float) exp / (float) op->stats.exp; 1758 float fraction = (float) exp / (float) op->stats.exp;
1938 object *tmp; 1759 object *tmp;
1939 sint64 del_exp; 1760 sint64 del_exp;
1940 1761
1941 for (tmp = op->inv; tmp; tmp = tmp->below) 1762 for (tmp = op->inv; tmp; tmp = tmp->below)
1942 if (tmp->type == SKILL && tmp->stats.exp) 1763 if (tmp->type == SKILL && tmp->stats.exp)
1943 { 1764 {
1944 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1765 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1945 { 1766 {
1946 del_exp = check_exp_loss (tmp, exp); 1767 del_exp = check_exp_loss (tmp, exp);
1947 tmp->stats.exp -= del_exp; 1768 tmp->stats.exp -= del_exp;
1948 player_lvl_adj (op, tmp); 1769 player_lvl_adj (op, tmp);
1949 } 1770 }
1950 else if (flag != SK_SUBTRACT_SKILL_EXP) 1771 else if (flag != SK_SUBTRACT_SKILL_EXP)
1951 { 1772 {
1952 /* only want to process other skills if we are not trying 1773 /* only want to process other skills if we are not trying
1953 * to match a specific skill. 1774 * to match a specific skill.
1954 */ 1775 */
1955 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1776 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1956 tmp->stats.exp -= del_exp; 1777 tmp->stats.exp -= del_exp;
1957 player_lvl_adj (op, tmp); 1778 player_lvl_adj (op, tmp);
1958 } 1779 }
1959 } 1780 }
1960 1781
1974 * skill_name is the skill that should get the exp added. 1795 * skill_name is the skill that should get the exp added.
1975 * flag is what to do if player doesn't have the skill. 1796 * flag is what to do if player doesn't have the skill.
1976 * these last two values are only used for players. 1797 * these last two values are only used for players.
1977 */ 1798 */
1978void 1799void
1979change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1800change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1980{ 1801{
1981#ifdef EXP_DEBUG 1802#ifdef EXP_DEBUG
1982 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1803 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
1983#endif 1804#endif
1984 1805
1993 * won't do anything if the value is 0 anyways. 1814 * won't do anything if the value is 0 anyways.
1994 */ 1815 */
1995 if (exp == 0) 1816 if (exp == 0)
1996 return; 1817 return;
1997 1818
1998 /* Monsters are easy - we just adjust their exp - we 1819 /* Monsters are easy - we just adjust their exp - we
1999 * don't adjust level, since in most cases it is unrelated to 1820 * don't adjust level, since in most cases it is unrelated to
2000 * the exp they have - the monsters exp represents what its 1821 * the exp they have - the monsters exp represents what its
2001 * worth. 1822 * worth.
2002 */ 1823 */
2003 if (op->type != PLAYER) 1824 if (op->type != PLAYER)
2004 { 1825 {
2005 /* Sanity check */ 1826 /* Sanity check */
2006 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1827 if (!op->flag [FLAG_ALIVE])
2007 return; 1828 return;
2008 1829
2009 /* reset exp to max allowed value. We subtract from 1830 /* reset exp to max allowed value. We subtract from
2010 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1831 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2011 * more than max exp, just return. 1832 * more than max exp, just return.
2030 */ 1851 */
2031 subtract_player_exp (op, abs (exp), skill_name, flag); 1852 subtract_player_exp (op, abs (exp), skill_name, flag);
2032 } 1853 }
2033} 1854}
2034 1855
2035/* Applies a death penalty experience, the size of this is defined by the 1856/* 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 1857 * settings death_penalty_percentage and death_penalty_levels, and by the
2037 * amount of permenent experience, whichever gives the lowest loss. 1858 * amount of permenent experience, whichever gives the lowest loss.
2038 */ 1859 */
2039void 1860void
2040apply_death_exp_penalty (object *op) 1861apply_death_exp_penalty (object *op)
2041{ 1862{
2042 object *tmp;
2043 sint64 loss; 1863 sint64 loss;
2044 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1864 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2045 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1865 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2046 1866
2047 for (tmp = op->inv; tmp; tmp = tmp->below) 1867 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2048 if (tmp->type == SKILL && tmp->stats.exp) 1868 if (tmp->type == SKILL && tmp->stats.exp)
2049 { 1869 {
2050
2051 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1870 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2052 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1871 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2053 1872
2054 /* With the revised exp system, you can get cases where 1873 /* With the revised exp system, you can get cases where
2055 * losing several levels would still require that you have more 1874 * losing several levels would still require that you have more
2056 * exp than you currently have - this is true if the levels 1875 * exp than you currently have - this is true if the levels
2057 * tables is a lot harder. 1876 * tables is a lot harder.
2058 */ 1877 */
2059 if (level_loss < 0) 1878 if (level_loss < 0)
2060 level_loss = 0; 1879 level_loss = 0;
2061 1880
2062 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1881 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2063 1882
2064 tmp->stats.exp -= loss; 1883 tmp->stats.exp -= loss;
2065 player_lvl_adj (op, tmp); 1884 player_lvl_adj (op, tmp);
2066 } 1885 }
2067 1886
2068 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1887 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2069 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1888 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1889
2070 if (level_loss < 0) 1890 if (level_loss < 0)
2071 level_loss = 0; 1891 level_loss = 0;
1892
2072 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1893 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2073 1894
2074 op->stats.exp -= loss; 1895 op->stats.exp -= loss;
2075 player_lvl_adj (op, NULL); 1896 player_lvl_adj (op, NULL);
2076} 1897}
2077 1898

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