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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 1.80 by root, Thu Nov 8 19:43:23 2007 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h> 25#include <funcpoint.h>
27 26
233const char *const short_stat_name[NUM_STATS] = { 232const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 233 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 234};
236 235
237/* 236/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 237 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 238 * is added to the specified stat.
273 */ 239 */
274void 240void
275change_attr_value (living *stats, int attr, sint8 value) 241change_attr_value (living *stats, int attr, sint8 value)
276{ 242{
277 if (value == 0) 243 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 244}
328 245
329/* 246/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 247 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 248 * 1-30 stat limit.
332 */ 249 */
333
334void 250void
335check_stat_bounds (living *stats) 251check_stat_bounds (living *stats)
336{ 252{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 253 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 254 {
341 set_attr_value (stats, i, MAX_STAT); 255 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 256 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 257 }
344} 258}
345 259
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 260#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 261
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 262/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
357/* flag is set to 1 if we are applying the object, -1 if we are removing 271/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 272 * the object.
359 * It is the calling functions responsibilty to check to see if the object 273 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 274 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 275 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 276 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 277 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 278 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 279 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 280 * that gives them that ability.
367 */ 281 */
368int 282int
369change_abil (object *op, object *tmp) 283change_abil (object *op, object *tmp)
370{ 284{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 285 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 /* remember what object was like before it was changed. note that
376 * refop is a local copy of op only to be used for detecting changes 290 * refop is a local copy of op only to be used for detecting changes
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
386 for (j = 0; j < NUM_STATS; j++) 300 for (int j = 0; j < NUM_STATS; j++)
387 { 301 {
388 int nstat, ostat; 302 int ostat = op->contr->orig_stats.stat (j);
389 303 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 304
393 /* nstat is what the stat will be after use of the potion */ 305 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 306 int nstat = flag * i + ostat;
395 307
396 /* Do some bounds checking. While I don't think any 308 /* Do some bounds checking. While I don't think any
397 * potions do so right now, there is the potential for potions 309 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507 418
508 /* Changing move status may mean you are affected by things you weren't before */ 419 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op); 420 check_move_on (op, op);
510 } 421 }
511 422
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 423 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 424 * originally undead may change their status
514 */ 425 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 426 if (!QUERY_FLAG (op->arch, FLAG_UNDEAD))
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 427 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD))
517 { 428 {
518 success = 1; 429 success = 1;
519 if (flag > 0) 430 if (flag > 0)
520 { 431 {
521 op->race = "undead"; 432 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 433 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 434 }
524 else 435 else
525 { 436 {
526 op->race = op->arch->clone.race; 437 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 438 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 439 }
529 } 440 }
530 441
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 442 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH))
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
639 } 550 }
640 551
641 /* Messages for changed resistance */ 552 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 553 for (int i = 0; i < NROFATTACKS; i++)
643 { 554 {
644 if (i == ATNR_PHYSICAL) 555 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 556 continue; /* Don't display about armour */
646 557
647 if (op->resist[i] != refop.resist[i]) 558 if (op->resist[i] != refop.resist[i])
656 } 567 }
657 } 568 }
658 569
659 if (!potion_max) 570 if (!potion_max)
660 { 571 {
661 for (j = 0; j < NUM_STATS; j++) 572 for (int j = 0; j < NUM_STATS; j++)
662 { 573 {
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0) 574 if (int i = tmp->stats.stat (j))
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 } 579 }
673 584
674/* 585/*
675 * Stat draining by Vick 930307 586 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 587 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 588 */
678
679void 589void
680object::drain_stat () 590object::drain_stat ()
681{ 591{
682 drain_specific_stat (rndm (NUM_STATS)); 592 drain_specific_stat (rndm (NUM_STATS));
683} 593}
772 * Subtracts stat-bonuses given by the class which the player has chosen. 682 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 683 */
774void 684void
775object::remove_statbonus () 685object::remove_statbonus ()
776{ 686{
777 stats.Str -= arch->clone.stats.Str; 687 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 688 {
779 stats.Con -= arch->clone.stats.Con; 689 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 690 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 691 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 692 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 693}
793 694
794/* 695/*
795 * Adds stat-bonuses given by the class which the player has chosen. 696 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 697 */
797void 698void
798object::add_statbonus () 699object::add_statbonus ()
799{ 700{
800 stats.Str += arch->clone.stats.Str; 701 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 702 {
802 stats.Con += arch->clone.stats.Con; 703 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 704 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 705 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 706 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 707}
708
709/* These are the items that currently can change digestion, regeneration,
710 * spell point recovery and mana point recovery. Seems sort of an arbitary
711 * list, but other items store other info into stats array.
712 */
713static struct digest_types : std::bitset<NUM_TYPES>
714{
715 digest_types ()
716 {
717 set (WEAPON);
718 set (BOW);
719 set (ARMOUR);
720 set (HELMET);
721 set (SHIELD);
722 set (RING);
723 set (BOOTS);
724 set (GLOVES);
725 set (AMULET);
726 set (GIRDLE);
727 set (BRACERS);
728 set (CLOAK);
729 set (DISEASE);
730 set (FORCE);
731 set (SKILL);
732 }
733} digest_types;
734
735static struct copy_flags : object::flags_t
736{
737 copy_flags ()
738 {
739 set (FLAG_LIFESAVE);
740 set (FLAG_REFL_SPELL);
741 set (FLAG_REFL_MISSILE);
742 set (FLAG_STEALTH);
743 set (FLAG_XRAYS);
744 set (FLAG_BLIND);
745 set (FLAG_SEE_IN_DARK);
746 }
747} copy_flags;
816 748
817/* 749/*
818 * Updates all abilities given by applied objects in the inventory 750 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 751 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 752 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 757 * spell system split, grace points now added to system --peterm
826 */ 758 */
827void 759void
828object::update_stats () 760object::update_stats ()
829{ 761{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 762 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 763 int weapon_weight = 0, weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 764 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 765 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 766 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 767 float old_speed = speed;
768 int stat_sum [NUM_STATS];
837 769
838 /* First task is to clear all the values back to their original values */ 770 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 771 if (type == PLAYER)
840 { 772 {
841 for (i = 0; i < NUM_STATS; i++) 773 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 774 stat_sum [i] = contr->orig_stats.stat (i);
843 775
844 if (settings.spell_encumbrance == TRUE) 776 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 777 contr->encumbrance = 0;
846 778
847 attacktype = 0; 779 attacktype = 0;
780
848 contr->digestion = 0; 781 contr->digestion = 0;
849 contr->gen_hp = 0; 782 contr->gen_hp = 0;
850 contr->gen_sp = 0; 783 contr->gen_sp = 0;
851 contr->gen_grace = 0; 784 contr->gen_grace = 0;
852 contr->gen_sp_armour = 10; 785 contr->gen_sp_armour = 10;
853 contr->item_power = 0; 786 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 } 787 }
864 788
865 memcpy (body_used, body_info, sizeof (body_info)); 789 for (int i = NUM_BODY_LOCATIONS; i--; )
790 slot[i].used = slot[i].info;
866 791
867 slaying = 0; 792 slaying = 0;
868 793
869 if (!QUERY_FLAG (this, FLAG_WIZ)) 794 if (!QUERY_FLAG (this, FLAG_WIZ))
870 { 795 {
874 799
875 CLEAR_FLAG (this, FLAG_LIFESAVE); 800 CLEAR_FLAG (this, FLAG_LIFESAVE);
876 CLEAR_FLAG (this, FLAG_STEALTH); 801 CLEAR_FLAG (this, FLAG_STEALTH);
877 CLEAR_FLAG (this, FLAG_BLIND); 802 CLEAR_FLAG (this, FLAG_BLIND);
878 803
879 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 804 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
880 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 805 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
881 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 806 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
882 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 807 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
883 808
884 path_attuned = arch->clone.path_attuned; 809 path_attuned = arch->path_attuned;
885 path_repelled = arch->clone.path_repelled; 810 path_repelled = arch->path_repelled;
886 path_denied = arch->clone.path_denied; 811 path_denied = arch->path_denied;
887 glow_radius = arch->clone.glow_radius; 812 glow_radius = arch->glow_radius;
888 move_type = arch->clone.move_type; 813 move_type = arch->move_type;
814
889 chosen_skill = NULL; 815 chosen_skill = 0;
890 816
891 /* initializing resistances from the values in player/monster's 817 /* initializing resistances from the values in player/monster's
892 * archetype clone 818 * archetype clone
893 */ 819 */
894 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 820 memcpy (&resist, &arch->resist, sizeof (resist));
895 821
896 for (i = 0; i < NROFATTACKS; i++) 822 for (int i = 0; i < NROFATTACKS; i++)
897 { 823 {
898 if (resist[i] > 0) 824 if (resist[i] > 0)
899 prot[i] = resist[i], vuln[i] = 0; 825 prot[i] = resist[i], vuln[i] = 0;
900 else 826 else
901 vuln[i] = -(resist[i]), prot[i] = 0; 827 vuln[i] = -(resist[i]), prot[i] = 0;
828
902 potion_resist[i] = 0; 829 potion_resist[i] = 0;
903 } 830 }
904 831
905 wc = arch->clone.stats.wc; 832 wc = arch->stats.wc;
906 stats.dam = arch->clone.stats.dam; 833 stats.dam = arch->stats.dam;
907 834
908 /* for players which cannot use armour, they gain AC -1 per 3 levels, 835 /* for players which cannot use armour, they gain AC -1 per 3 levels,
909 * plus a small amount of physical resist, those poor suckers. ;) 836 * plus a small amount of physical resist, those poor suckers. ;)
910 * the fact that maxlevel is factored in could be considered sort of bogus - 837 * the fact that maxlevel is factored in could be considered sort of bogus -
911 * we should probably give them some bonus and cap it off - otherwise, 838 * we should probably give them some bonus and cap it off - otherwise,
912 * basically, if a server updates its max level, these playes may find 839 * basically, if a server updates its max level, these playes may find
913 * that their protection from physical goes down 840 * that their protection from physical goes down
914 */ 841 */
915 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 842 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
916 { 843 {
917 ac = MAX (-10, arch->clone.stats.ac - level / 3); 844 ac = max (-10, arch->stats.ac - level / 3);
918 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 845 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
919 } 846 }
920 else 847 else
921 ac = arch->clone.stats.ac; 848 ac = arch->stats.ac;
922 849
923 stats.luck = arch->clone.stats.luck; 850 stats.luck = arch->stats.luck;
924 speed = arch->clone.speed; 851 speed = arch->speed;
925 852
926 /* OK - we've reset most all the objects attributes to sane values. 853 /* OK - we've reset most all the objects attributes to sane values.
927 * now go through and make adjustments for what the player has equipped. 854 * now go through and make adjustments for what the player has equipped.
928 */ 855 */
929 for (tmp = inv; tmp; tmp = tmp->below) 856 for (tmp = inv; tmp; tmp = tmp->below)
930 { 857 {
858 /* This happens because apply_potion calls change_abil with the potion
859 * applied so we can tell the player what changed. But change_abil
860 * then calls this function.
861 */
862 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
863 continue;
864
931 /* See note in map.c:update_position about making this additive 865 /* See note in map.c:update_position about making this additive
932 * since light sources are never applied, need to put check here. 866 * since light sources are never applied, need to put check here.
933 */ 867 */
934 if (tmp->glow_radius > glow_radius) 868 if (tmp->glow_radius > glow_radius)
935 glow_radius = tmp->glow_radius; 869 glow_radius = tmp->glow_radius;
936
937 /* This happens because apply_potion calls change_abil with the potion
938 * applied so we can tell the player what chagned. But change_abil
939 * then calls this function.
940 */
941 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
942 continue;
943 870
944 /* For some things, we don't care what is equipped */ 871 /* For some things, we don't care what is equipped */
945 if (tmp->type == SKILL) 872 if (tmp->type == SKILL)
946 { 873 {
947 /* Want to take the highest skill here. */ 874 /* Want to take the highest skill here. */
969 * in the praying skill, and the player should always get those. 896 * 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, 897 * 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 898 * because the skill shouldn't count against body positions being used
972 * up, etc. 899 * up, etc.
973 */ 900 */
974 if ((QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type != CONTAINER && tmp->type != CLOSE_CON) || 901 if ((tmp->flag [FLAG_APPLIED]
902 && tmp->type != CONTAINER
903 && tmp->type != CLOSE_CON)
904 || (tmp->type == SKILL
975 (tmp->type == SKILL && tmp->subtype == SK_PRAYING)) 905 && tmp->subtype == SK_PRAYING))
976 { 906 {
977 if (type == PLAYER) 907 if (type == PLAYER)
978 { 908 {
979 if (tmp->type == BOW) 909 contr->item_power += tmp->item_power;
980 contr->ranges[range_bow] = tmp;
981 910
982 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN) 911 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
983 contr->ranges[range_misc] = tmp; 912 if (tmp != current_weapon
913 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
914 && !tmp->flag [FLAG_CURSED]
915 && !tmp->flag [FLAG_DAMNED])
916 continue;
984 917
985 for (i = 0; i < NUM_STATS; i++) 918 for (int i = 0; i < NUM_STATS; i++)
986 change_attr_value (&(stats), i, get_attr_value (&(tmp->stats), i)); 919 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
987 920
988 /* these are the items that currently can change digestion, regeneration, 921 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 { 922 {
1001 contr->digestion += tmp->stats.food; 923 contr->digestion += tmp->stats.food;
1002 contr->gen_hp += tmp->stats.hp; 924 contr->gen_hp += tmp->stats.hp;
1003 contr->gen_sp += tmp->stats.sp; 925 contr->gen_sp += tmp->stats.sp;
1004 contr->gen_grace += tmp->stats.grace; 926 contr->gen_grace += tmp->stats.grace;
1005 contr->gen_sp_armour += tmp->gen_sp_armour; 927 contr->gen_sp_armour += tmp->gen_sp_armour;
1006 contr->item_power += tmp->item_power;
1007 } 928 }
1008 } /* if this is a player */ 929 } /* if this is a player */
930 else
931 {
932 if (tmp->type == WEAPON)
933 current_weapon = tmp;
934 }
1009 935
1010 /* Update slots used for items */ 936 /* Update slots used for items */
1011 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 937 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1012 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 938 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1013 body_used[i] += tmp->body_info[i]; 939 slot[i].used += tmp->slot[i].info;
1014 940
1015 if (tmp->type == SYMPTOM) 941 if (tmp->type == SYMPTOM)
1016 {
1017 speed_reduce_from_disease = tmp->last_sp / 100.0;
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 942 speed_reduce_from_disease =
1020 } 943 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 944
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 945 /* Pos. and neg. protections are counted seperate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 946 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 947 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 948 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 949 */
1027 if (tmp->type != POTION) 950 if (tmp->type != POTION)
1028 { 951 {
1029 for (i = 0; i < NROFATTACKS; i++) 952 for (int i = 0; i < NROFATTACKS; i++)
1030 { 953 {
1031 /* Potential for cursed potions, in which case we just can use 954 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero. 955 * a straight MAX, as potion_resist is initialised to zero.
1033 */ 956 */
1034 if (tmp->type == POTION_EFFECT) 957 if (tmp->type == POTION_EFFECT)
1035 { 958 {
1036 if (potion_resist[i]) 959 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 960 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1038 else 961 else
1039 potion_resist[i] = tmp->resist[i]; 962 potion_resist[i] = tmp->resist[i];
1040 } 963 }
1041 else if (tmp->resist[i] > 0) 964 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 965 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 967 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 968 }
1046 } 969 }
1047 970
1048 /* There may be other things that should not adjust the attacktype */ 971 /* There may be other things that should not adjust the attacktype */
1049 if (tmp->type != BOW && tmp->type != SYMPTOM) 972 if (tmp->type != SYMPTOM)
973 {
1050 attacktype |= tmp->attacktype; 974 attacktype |= tmp->attacktype;
1051
1052 path_attuned |= tmp->path_attuned; 975 path_attuned |= tmp->path_attuned;
1053 path_repelled |= tmp->path_repelled; 976 path_repelled |= tmp->path_repelled;
1054 path_denied |= tmp->path_denied; 977 path_denied |= tmp->path_denied;
978 move_type |= tmp->move_type;
1055 stats.luck += tmp->stats.luck; 979 stats.luck += tmp->stats.luck;
1056 move_type |= tmp->move_type; 980 }
1057 981
1058 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 982 flag |= tmp->flag & copy_flags;
1059 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
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 983
1066 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 984 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1067 SET_FLAG (this, FLAG_UNDEAD); 985 SET_FLAG (this, FLAG_UNDEAD);
1068 986
1069 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 987 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1070 { 988 {
1071 SET_FLAG (this, FLAG_MAKE_INVIS); 989 SET_FLAG (this, FLAG_MAKE_INVIS);
1074 992
1075 if (tmp->stats.exp && tmp->type != SKILL) 993 if (tmp->stats.exp && tmp->type != SKILL)
1076 { 994 {
1077 if (tmp->stats.exp > 0) 995 if (tmp->stats.exp > 0)
1078 { 996 {
1079 added_speed += (float) tmp->stats.exp / 3.0; 997 added_speed += tmp->stats.exp / 3.f;
1080 bonus_speed += 1.0 + (float) tmp->stats.exp / 3.0; 998 bonus_speed += tmp->stats.exp / 3.f + 1.f;
1081 } 999 }
1082 else 1000 else
1083 added_speed += (float) tmp->stats.exp; 1001 added_speed += tmp->stats.exp;
1084 } 1002 }
1085 1003
1086 switch (tmp->type) 1004 switch (tmp->type)
1087 { 1005 {
1006#if 0
1007 case WAND:
1008 case ROD:
1009 case HORN:
1010 if (type != PLAYER || current_weapon == tmp)
1011 chosen_skill = tmp;
1012 break;
1013#endif
1014
1088 /* skills modifying the character -b.t. */ 1015 /* skills modifying the character -b.t. */
1089 /* for all skills and skill granting objects */ 1016 /* for all skills and skill granting objects */
1090 case SKILL: 1017 case SKILL:
1091 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1018 {
1019 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1092 break; 1020 break;
1093 1021
1094 if (IS_COMBAT_SKILL (tmp->subtype))
1095 wc_obj = tmp;
1096
1097 if (chosen_skill) 1022 if (chosen_skill)
1023 {
1098 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1024 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1025 &name, &chosen_skill->name, &tmp->name);
1099 1026
1027 tmp->flag [FLAG_APPLIED] = false;
1028 update_stats ();
1029 return;
1030 }
1031 else
1100 chosen_skill = tmp; 1032 chosen_skill = tmp;
1101 1033
1102 if (tmp->stats.dam > 0) 1034 if (tmp->stats.dam > 0)
1103 { /* skill is a 'weapon' */ 1035 { /* skill is a 'weapon' */
1104 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1036 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1105 weapon_speed = (int) WEAPON_SPEED (tmp); 1037 weapon_speed = WEAPON_SPEED (tmp);
1106 1038
1107 if (weapon_speed < 0) 1039 if (weapon_speed < 0)
1108 weapon_speed = 0; 1040 weapon_speed = 0;
1109 1041
1110 weapon_weight = tmp->weight; 1042 weapon_weight = tmp->weight;
1111 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1043 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1112 1044
1113 if (tmp->magic) 1045 if (tmp->magic)
1114 stats.dam += tmp->magic; 1046 stats.dam += tmp->magic;
1115 } 1047 }
1116 1048
1117 if (tmp->stats.wc) 1049 if (tmp->stats.wc)
1118 wc -= (tmp->stats.wc + tmp->magic); 1050 wc -= tmp->stats.wc + tmp->magic;
1119 1051
1120 if (tmp->slaying != NULL) 1052 if (tmp->slaying)
1121 slaying = tmp->slaying; 1053 slaying = tmp->slaying;
1122 1054
1123 if (tmp->stats.ac) 1055 if (tmp->stats.ac)
1124 ac -= (tmp->stats.ac + tmp->magic); 1056 ac -= tmp->stats.ac + tmp->magic;
1125 1057
1126 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1127 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1059 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1128
1129 if (type == PLAYER)
1130 contr->ranges[range_skill] = this;
1131
1132 break; 1060 }
1133 1061
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; 1062 break;
1143 1063
1144 case SHIELD: 1064 case SHIELD:
1145 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1065 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1146 contr->encumbrance += (int) tmp->weight / 2000; 1066 contr->encumbrance += (int) tmp->weight / 2000;
1162 1082
1163 break; 1083 break;
1164 1084
1165 case BOW: 1085 case BOW:
1166 case WEAPON: 1086 case WEAPON:
1087 if (type != PLAYER || current_weapon == tmp)
1088 {
1167 wc -= tmp->stats.wc + tmp->magic; 1089 wc -= tmp->stats.wc + tmp->magic;
1168 1090
1169 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1091 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1170 ac -= tmp->stats.ac + tmp->magic; 1092 ac -= tmp->stats.ac + tmp->magic;
1171 1093
1172 stats.dam += tmp->stats.dam + tmp->magic; 1094 stats.dam += tmp->stats.dam + tmp->magic;
1173 weapon_weight = tmp->weight; 1095 weapon_weight = tmp->weight;
1174 weapon_speed = ((int) WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1096 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1175 1097
1176 if (weapon_speed < 0) 1098 if (weapon_speed < 0)
1177 weapon_speed = 0; 1099 weapon_speed = 0;
1178 1100
1179 slaying = tmp->slaying; 1101 slaying = tmp->slaying;
1102
1180 /* If there is desire that two handed weapons should do 1103 /* If there is desire that two handed weapons should do
1181 * extra strength damage, this is where the code should 1104 * extra strength damage, this is where the code should
1182 * go. 1105 * go.
1183 */ 1106 */
1184 current_weapon = tmp; 1107
1185 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1108 if (type == PLAYER)
1109 if (settings.spell_encumbrance)
1186 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1110 contr->encumbrance += tmp->weight * 3 / 1000;
1111 }
1187 1112
1188 break; 1113 break;
1189 1114
1190 case ARMOUR: /* Only the best of these three are used: */ 1115 case ARMOUR: /* Only the best of these three are used: */
1191 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1116 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1192 contr->encumbrance += (int) tmp->weight / 1000; 1117 contr->encumbrance += tmp->weight / 1000;
1193 1118
1194 case BRACERS: 1119 case BRACERS:
1195 case FORCE: 1120 case FORCE:
1196 if (tmp->stats.wc) 1121 if (tmp->stats.wc)
1197 { 1122 {
1219 wc -= (tmp->stats.wc + tmp->magic); 1144 wc -= (tmp->stats.wc + tmp->magic);
1220 1145
1221 if (tmp->stats.ac) 1146 if (tmp->stats.ac)
1222 ac -= (tmp->stats.ac + tmp->magic); 1147 ac -= (tmp->stats.ac + tmp->magic);
1223 1148
1224 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.0 < max) 1149 if (ARMOUR_SPEED (tmp))
1225 max = ARMOUR_SPEED (tmp) / 10.0; 1150 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1226 1151
1227 break; 1152 break;
1228 } /* switch tmp->type */ 1153 } /* switch tmp->type */
1229 } /* item is equipped */ 1154 } /* item is equipped */
1230 } /* for loop of items */ 1155 } /* for loop of items */
1237 * If there is an uncursed potion in effect, granting more protection 1162 * If there is an uncursed potion in effect, granting more protection
1238 * than that, we take: 'total resistance = resistance from potion'. 1163 * than that, we take: 'total resistance = resistance from potion'.
1239 * If there is a cursed (and no uncursed) potion in effect, we take 1164 * If there is a cursed (and no uncursed) potion in effect, we take
1240 * 'total resistance = vulnerability from cursed potion'. 1165 * 'total resistance = vulnerability from cursed potion'.
1241 */ 1166 */
1242 for (i = 0; i < NROFATTACKS; i++) 1167 for (int i = 0; i < NROFATTACKS; i++)
1243 { 1168 {
1244 resist[i] = prot[i] - vuln[i]; 1169 resist[i] = prot[i] - vuln[i];
1245 1170
1246 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1171 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1247 resist[i] = potion_resist[i]; 1172 resist[i] = potion_resist[i];
1248 } 1173 }
1249 1174
1250 /* Figure out the players sp/mana/hp totals. */
1251 if (type == PLAYER) 1175 if (type == PLAYER)
1252 { 1176 {
1177 // clamp various player stats
1178 for (int i = 0; i < NUM_STATS; ++i)
1179 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1180
1181 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1182
1183 /* Figure out the players sp/mana/hp totals. */
1253 int pl_level; 1184 int pl_level;
1254 1185
1255 check_stat_bounds (&(stats)); 1186 check_stat_bounds (&(stats));
1256 pl_level = level; 1187 pl_level = level;
1257 1188
1259 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1190 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1260 1191
1261 /* You basically get half a con bonus/level. But we do take into account rounding, 1192 /* You basically get half a con bonus/level. But we do take into account rounding,
1262 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1193 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1263 */ 1194 */
1264 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1195 stats.maxhp = 0;
1196 for (int i = 1; i <= min (10, pl_level); i++)
1265 { 1197 {
1266 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1198 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1267 1199
1268 if (i % 2 && con_bonus[stats.Con] % 2) 1200 if (i % 2 && con_bonus[stats.Con] % 2)
1269 {
1270 if (con_bonus[stats.Con] > 0) 1201 if (con_bonus[stats.Con] > 0)
1271 j++; 1202 j++;
1272 else 1203 else
1273 j--; 1204 j--;
1274 }
1275 1205
1276 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1206 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1277 } 1207 }
1278 1208
1279 for (i = 11; i <= level; i++) 1209 stats.maxhp += 2 * max (0, level - 10);
1280 stats.maxhp += 2;
1281 1210
1282 if (stats.hp > stats.maxhp) 1211 if (stats.hp > stats.maxhp)
1283 stats.hp = stats.maxhp; 1212 stats.hp = stats.maxhp;
1284 1213
1285 /* Sp gain is controlled by the level of the player's 1214 /* Sp gain is controlled by the level of the player's
1298 1227
1299 if (mana_obj == this && type == PLAYER) 1228 if (mana_obj == this && type == PLAYER)
1300 stats.maxsp = 1; 1229 stats.maxsp = 1;
1301 else 1230 else
1302 { 1231 {
1303 sp_tmp = 0.0; 1232 float sp_tmp = 0.f;
1304 1233
1305 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1234 for (int i = 1; i <= min (10, mana_obj->level); i++)
1306 { 1235 {
1307 float stmp; 1236 float stmp;
1308 1237
1309 /* Got some extra bonus at first level */ 1238 /* Got some extra bonus at first level */
1310 if (i < 2) 1239 if (i < 2)
1311 stmp = contr->levsp[i] + ((2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 6.0); 1240 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1312 else 1241 else
1313 stmp = (float) contr->levsp[i] + (2.0 * (float) sp_bonus[stats.Pow] + (float) sp_bonus[stats.Int]) / 12.0; 1242 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1314 1243
1315 if (stmp < 1.0)
1316 stmp = 1.0;
1317
1318 sp_tmp += stmp; 1244 sp_tmp += max (1.f, stmp);
1319 } 1245 }
1320 1246
1321 stats.maxsp = (int) sp_tmp; 1247 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 } 1248 }
1249
1326 /* Characters can get their sp supercharged via rune of transferrance */ 1250 /* Characters can get their sp supercharged via rune of transferrance */
1327 if (stats.sp > stats.maxsp * 2) 1251 stats.sp = min (stats.sp, stats.maxsp * 2);
1328 stats.sp = stats.maxsp * 2;
1329 1252
1330 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1253 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1331 if (!grace_obj || !grace_obj->level || type != PLAYER) 1254 if (!grace_obj || !grace_obj->level || type != PLAYER)
1332 grace_obj = this; 1255 grace_obj = this;
1333 1256
1338 /* store grace in a float - this way, the divisions below don't create 1261 /* store grace in a float - this way, the divisions below don't create
1339 * big jumps when you go from level to level - with int's, it then 1262 * big jumps when you go from level to level - with int's, it then
1340 * becomes big jumps when the sums of the bonuses jump to the next 1263 * becomes big jumps when the sums of the bonuses jump to the next
1341 * step of 8 - with floats, even fractional ones are useful. 1264 * step of 8 - with floats, even fractional ones are useful.
1342 */ 1265 */
1343 sp_tmp = 0.0; 1266 float sp_tmp = 0.f;
1344 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1267
1268 for (int i = 1; i <= min (10, grace_obj->level); i++)
1345 { 1269 {
1346 float grace_tmp = 0.0; 1270 float grace_tmp = 0.f;
1347 1271
1348 /* Got some extra bonus at first level */ 1272 /* Got some extra bonus at first level */
1349 if (i < 2) 1273 if (i < 2)
1350 grace_tmp = contr->levgrace[i] + (((float) grace_bonus[stats.Pow] + 1274 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1351 2.0 * (float) grace_bonus[stats.Wis]) / 6.0);
1352 else 1275 else
1353 grace_tmp = (float) contr->levgrace[i]
1354 + ((float) grace_bonus[stats.Pow] + 2.0 * (float) grace_bonus[stats.Wis]) / 12.0; 1276 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1355 1277
1356 if (grace_tmp < 1.0)
1357 grace_tmp = 1.0;
1358
1359 sp_tmp += grace_tmp; 1278 sp_tmp += max (1.f, grace_tmp);
1360 } 1279 }
1361 1280
1362 stats.maxgrace = (int) sp_tmp;
1363
1364 /* two grace points per level after 11 */ 1281 /* two grace points per level after 10 */
1365 for (i = 11; i <= grace_obj->level; i++) 1282 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1366 stats.maxgrace += 2;
1367 } 1283 }
1284
1368 /* No limit on grace vs maxgrace */ 1285 /* No limit on grace vs maxgrace */
1369 1286
1370 if (contr->braced) 1287 if (contr->braced)
1371 { 1288 {
1372 ac += 2; 1289 ac += 2;
1384 * improvement every level, now its fighterlevel/5. So 1301 * improvement every level, now its fighterlevel/5. So
1385 * we give the player a bonus here in wc and dam 1302 * we give the player a bonus here in wc and dam
1386 * to make up for the change. Note that I left the 1303 * to make up for the change. Note that I left the
1387 * monster bonus the same as before. -b.t. 1304 * monster bonus the same as before. -b.t.
1388 */ 1305 */
1306 object *wc_obj = chosen_skill;
1389 1307
1390 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1308 if (contr && wc_obj && wc_obj->level > 1)
1391 { 1309 {
1392 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1310 wc -= wc_obj->level + thaco_bonus[stats.Str];
1393 1311
1394 for (i = 1; i < wc_obj->level; i++) 1312 for (int i = 1; i < wc_obj->level; i++)
1395 { 1313 {
1396 /* addtional wc every 6 levels */ 1314 /* additional wc every 6 levels */
1397 if (!(i % 6)) 1315 if (!(i % 6))
1398 wc--; 1316 wc--;
1399 1317
1400 /* addtional dam every 4 levels. */ 1318 /* additional dam every 4 levels. */
1401 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1319 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1402 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1320 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1403 } 1321 }
1404 } 1322 }
1405 else 1323 else
1408 stats.dam += dam_bonus[stats.Str]; 1326 stats.dam += dam_bonus[stats.Str];
1409 1327
1410 if (stats.dam < 1) 1328 if (stats.dam < 1)
1411 stats.dam = 1; 1329 stats.dam = 1;
1412 1330
1413 speed = 1.0 + speed_bonus[stats.Dex]; 1331 speed = 1.f + speed_bonus[stats.Dex];
1414 1332
1415 if (settings.search_items && contr->search_str[0]) 1333 if (settings.search_items && contr->search_str[0])
1416 speed -= 1; 1334 speed -= 1;
1417 1335
1418 if (attacktype == 0) 1336 if (attacktype == 0)
1419 attacktype = arch->clone.attacktype; 1337 attacktype = arch->attacktype;
1420
1421 } /* End if player */ 1338 } /* End if player */
1422 1339
1423 if (added_speed >= 0) 1340 if (added_speed >= 0)
1424 speed += added_speed / 10.0; 1341 speed += added_speed / 10.f;
1425 else /* Something wrong here...: */ 1342 else /* Something wrong here...: */
1426 speed /= (float) (1.0 - added_speed); 1343 speed /= 1.f - added_speed;
1427 1344
1428 /* Max is determined by armour */ 1345 /* Max is determined by armour */
1429 if (speed > max) 1346 speed = min (speed, max_speed);
1430 speed = max;
1431 1347
1432 if (type == PLAYER) 1348 if (type == PLAYER)
1433 { 1349 {
1434 /* f is a number the represents the number of kg above (positive num) 1350 /* f is a number the represents the number of kg above (positive num)
1435 * or below (negative number) that the player is carrying. If above 1351 * or below (negative number) that the player is carrying. If above
1436 * weight limit, then player suffers a speed reduction based on how 1352 * weight limit, then player suffers a speed reduction based on how
1437 * much above he is, and what is max carry is 1353 * much above he is, and what is max carry is
1438 */ 1354 */
1439 f = (carrying / 1000) - max_carry[stats.Str]; 1355 float f = (carrying / 1000) - max_carry[stats.Str];
1440 if (f > 0) 1356 if (f > 0.f)
1441 speed = speed / (1.0 + f / max_carry[stats.Str]); 1357 speed = speed / (1.f + f / max_carry[stats.Str]);
1442 } 1358 }
1443 1359
1444 speed += bonus_speed / 10.0; /* Not affected by limits */ 1360 speed += bonus_speed / 10.f; /* Not affected by limits */
1361 speed *= speed_reduce_from_disease;
1445 1362
1446 /* Put a lower limit on speed. Note with this speed, you move once every 1363 /* Put a lower limit on speed. Note with this speed, you move once every
1447 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1364 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1448 */ 1365 */
1449 speed = speed * speed_reduce_from_disease;
1450
1451 if (speed < 0.01 && type == PLAYER) 1366 if (speed < 0.04f && type == PLAYER)
1452 speed = 0.01; 1367 speed = 0.04f;
1368
1369 if (speed != old_speed)
1370 set_speed (speed);
1453 1371
1454 if (type == PLAYER) 1372 if (type == PLAYER)
1455 { 1373 {
1456 float M, W, s, D, K, S, M2;
1457
1458 /* (This formula was made by vidarl@ifi.uio.no) 1374 /* (This formula was made by vidarl@ifi.uio.no)
1459 * Note that we never used these values again - basically 1375 * Note that we never used these values again - basically
1460 * all of these could be subbed into one big equation, but 1376 * all of these could be subbed into one big equation, but
1461 * that would just be a real pain to read. 1377 * that would just be a real pain to read.
1462 */ 1378 */
1463 M = (max_carry[stats.Str] - 121) / 121.0; 1379 float M = (max_carry[stats.Str] - 121) / 121.f;
1464 M2 = max_carry[stats.Str] / 100.0; 1380 float M2 = max_carry[stats.Str] / 100.f;
1465 W = weapon_weight / 20000.0; 1381 float W = weapon_weight / 20000.f;
1466 s = 2 - weapon_speed / 10.0; 1382 float s = (20 - weapon_speed) / 10.f;
1467 D = (stats.Dex - 14) / 14.0; 1383 float D = (stats.Dex - 14) / 14.f;
1468 K = 1 + M / 3.0 - W / (3 * M2) + speed / 5.0 + D / 2.0; 1384 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1385
1469 K *= (4 + level) / (float) (6 + level) * 1.2; 1386 K *= (4 + level) * 1.2f / (6 + level);
1387
1470 if (K <= 0) 1388 if (K <= 0.01f)
1471 K = 0.01; 1389 K = 0.01f;
1472 S = speed / (K * s); 1390
1473 contr->weapon_sp = S; 1391 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1474 } 1392 }
1475 1393
1476 /* I want to limit the power of small monsters with big weapons: */ 1394 /* I want to limit the power of small monsters with big weapons: */
1477 if (type != PLAYER && arch != NULL && stats.dam > arch->clone.stats.dam * 3) 1395 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1478 stats.dam = arch->clone.stats.dam * 3; 1396 stats.dam = arch->stats.dam * 3;
1479 1397
1480 /* Prevent overflows of wc - best you can get is ABS(120) - this 1398 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1481 * should be more than enough - remember, AC is also in 8 bits, 1399 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 1400
1498 /* if for some reason the creature doesn't have any move type, 1401 /* if for some reason the creature doesn't have any move type,
1499 * give them walking as a default. 1402 * give them walking as a default.
1500 * The second case is a special case - to more closely mimic the 1403 * The second case is a special case - to more closely mimic the
1501 * old behaviour - if your flying, your not walking - just 1404 * old behaviour - if your flying, your not walking - just
1504 if (move_type == 0) 1407 if (move_type == 0)
1505 move_type = MOVE_WALK; 1408 move_type = MOVE_WALK;
1506 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1409 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1507 move_type &= ~MOVE_WALK; 1410 move_type &= ~MOVE_WALK;
1508 1411
1509 if (speed != old_speed)
1510 set_speed (speed);
1511
1512 /* It is quite possible that a player's spell costing might have changed, 1412 /* It is quite possible that a player's spell costing might have changed,
1513 * so we will check that now. 1413 * so we will check that now.
1514 */ 1414 */
1515 if (type == PLAYER) 1415 if (type == PLAYER)
1516 { 1416 {
1531 * false otherwise. 1431 * false otherwise.
1532 */ 1432 */
1533int 1433int
1534allowed_class (const object *op) 1434allowed_class (const object *op)
1535{ 1435{
1536 return op->stats.Dex > 0 && op->stats.Str > 0 && op->stats.Con > 0 && 1436 return op->stats.Dex > 0
1537 op->stats.Int > 0 && op->stats.Wis > 0 && op->stats.Pow > 0 && op->stats.Cha > 0; 1437 && op->stats.Str > 0
1438 && op->stats.Con > 0
1439 && op->stats.Int > 0
1440 && op->stats.Wis > 0
1441 && op->stats.Pow > 0
1442 && op->stats.Cha > 0;
1538} 1443}
1539 1444
1540/* 1445/*
1541 * set the new dragon name after gaining levels or 1446 * set the new dragon name after gaining levels or
1542 * changing ability focus (later this can be extended to 1447 * changing ability focus (later this can be extended to
1574 atnr = abil->stats.exp; 1479 atnr = abil->stats.exp;
1575 1480
1576 level = (int) (level / 5.); 1481 level = (int) (level / 5.);
1577 1482
1578 /* now set the new title */ 1483 /* now set the new title */
1579 if (pl->contr != NULL) 1484 if (pl->contr)
1580 { 1485 {
1581 if (level == 0) 1486 if (level == 0)
1582 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1487 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1583 else if (level == 1) 1488 else if (level == 1)
1584 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1489 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]);
1613 object *skin = NULL; /* pointer to dragon skin force */ 1518 object *skin = NULL; /* pointer to dragon skin force */
1614 object *tmp = NULL; /* tmp. object */ 1519 object *tmp = NULL; /* tmp. object */
1615 char buf[MAX_BUF]; /* tmp. string buffer */ 1520 char buf[MAX_BUF]; /* tmp. string buffer */
1616 1521
1617 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1522 /* 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) 1523 for (tmp = who->inv; tmp; tmp = tmp->below)
1622 if (tmp->type == FORCE) 1524 if (tmp->type == FORCE)
1623 if (tmp->arch->name == dragon_ability_force) 1525 if (tmp->arch->archname == shstr_dragon_ability_force)
1624 abil = tmp; 1526 abil = tmp;
1625 else if (tmp->arch->name == dragon_skin_force) 1527 else if (tmp->arch->archname == shstr_dragon_skin_force)
1626 skin = tmp; 1528 skin = tmp;
1627 1529
1628 /* if the force is missing -> bail out */ 1530 /* if the force is missing -> bail out */
1629 if (abil == NULL) 1531 if (abil == NULL)
1630 return; 1532 return;
1676 if (!skill_obj) 1578 if (!skill_obj)
1677 { 1579 {
1678 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1580 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name);
1679 return NULL; 1581 return NULL;
1680 } 1582 }
1583
1681 /* clear the flag - exp goes into this bucket, but player 1584 /* clear the flag - exp goes into this bucket, but player
1682 * still doesn't know it. 1585 * still doesn't know it.
1683 */ 1586 */
1684 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1587 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1685 skill_obj->stats.exp = 0; 1588 skill_obj->stats.exp = 0;
1686 skill_obj->level = 1; 1589 skill_obj->level = 1;
1687 insert_ob_in_ob (skill_obj, op); 1590 insert_ob_in_ob (skill_obj, op);
1688 1591
1689 if (op->contr) 1592 if (player *pl = op->contr)
1690 { 1593 {
1691 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj; 1594 pl->last_skill_ob [skill_obj->subtype] = skill_obj;
1692 if (op->contr->ns) 1595 if (pl->ns)
1693 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous 1596 pl->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1694 } 1597 }
1695 1598
1696 return skill_obj; 1599 return skill_obj;
1697} 1600}
1698
1699 1601
1700/* player_lvl_adj() - for the new exp system. we are concerned with 1602/* player_lvl_adj() - for the new exp system. we are concerned with
1701 * whether the player gets more hp, sp and new levels. 1603 * whether the player gets more hp, sp and new levels.
1702 * Note this this function should only be called for players. Monstes 1604 * Note this this function should only be called for players. Monstes
1703 * don't really gain levels 1605 * don't really gain levels
1706 */ 1608 */
1707void 1609void
1708player_lvl_adj (object *who, object *op) 1610player_lvl_adj (object *who, object *op)
1709{ 1611{
1710 char buf[MAX_BUF]; 1612 char buf[MAX_BUF];
1613 bool changed = false;
1711 1614
1712 if (!op) /* when rolling stats */ 1615 if (!op) /* when rolling stats */
1713 op = who; 1616 op = who;
1714 1617
1715 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1618 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1716 { 1619 {
1620 changed = true;
1621
1717 op->level++; 1622 op->level++;
1718 1623
1719 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1624 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1720 dragon_level_gain (who); 1625 dragon_level_gain (who);
1721 1626
1722 /* Only roll these if it is the player (who) that gained the level */ 1627 /* Only roll these if it is the player (who) that gained the level */
1723 if (op == who && (who->level < 11) && who->type == PLAYER) 1628 if (op == who && (who->level < 11) && who->type == PLAYER)
1724 { 1629 {
1725 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1630 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1726 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1631 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1727 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1632 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1728 } 1633 }
1729 1634
1730 who->update_stats ();
1731 if (op->level > 1) 1635 if (op->level > 1)
1732 { 1636 {
1733 if (op->type != PLAYER) 1637 if (op->type != PLAYER)
1638 {
1639 who->contr->play_sound (sound_find ("skill_up"));
1734 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1640 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1641 }
1735 else 1642 else
1643 {
1644 who->contr->play_sound (sound_find ("level_up"));
1736 sprintf (buf, "You are now level %d.", op->level); 1645 sprintf (buf, "You are now level %d.", op->level);
1646 }
1647
1737 if (who) 1648 if (who)
1738 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1649 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1739 } 1650 }
1740 player_lvl_adj (who, op); /* To increase more levels */
1741 } 1651 }
1652
1742 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1653 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1743 { 1654 {
1655 changed = true;
1656
1744 op->level--; 1657 op->level--;
1745 who->update_stats (); 1658
1746 if (op->type != PLAYER) 1659 if (op->type != PLAYER)
1747 { 1660 {
1748 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1661 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1749 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1662 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1750 } 1663 }
1751 player_lvl_adj (who, op); /* To decrease more levels */ 1664 }
1665
1666 if (changed)
1752 } 1667 {
1753 1668 who->update_stats ();
1669 esrv_update_stats (who->contr);
1754 /* check if the spell data has changed */ 1670 /* check if the spell data has changed */
1755 esrv_update_stats (who->contr);
1756 esrv_update_spells (who->contr); 1671 esrv_update_spells (who->contr);
1672 }
1757} 1673}
1758 1674
1759/* 1675/*
1760 * Returns how much experience is needed for a player to become 1676 * Returns how much experience is needed for a player to become
1761 * the given level. level should really never exceed max_level 1677 * the given level. level should really never exceed max_level
1764sint64 1680sint64
1765level_exp (int level, double expmul) 1681level_exp (int level, double expmul)
1766{ 1682{
1767 if (level > settings.max_level) 1683 if (level > settings.max_level)
1768 return (sint64) (expmul * levels[settings.max_level]); 1684 return (sint64) (expmul * levels[settings.max_level]);
1685
1769 return (sint64) (expmul * levels[level]); 1686 return (sint64) (expmul * levels[level]);
1770} 1687}
1771 1688
1772/* 1689/*
1773 * Ensure that the permanent experience requirements in an exp object are met. 1690 * Ensure that the permanent experience requirements in an exp object are met.
1810 sint64 limit, exp_to_add; 1727 sint64 limit, exp_to_add;
1811 int i; 1728 int i;
1812 1729
1813 /* prevents some forms of abuse. */ 1730 /* prevents some forms of abuse. */
1814 if (op->contr->braced) 1731 if (op->contr->braced)
1815 exp = exp / 5; 1732 exp /= 5;
1816 1733
1817 /* Try to find the matching skill. 1734 /* Try to find the matching skill.
1818 * We do a shortcut/time saving mechanism first - see if it matches 1735 * We do a shortcut/time saving mechanism first - see if it matches
1819 * chosen_skill. This means we don't need to search through 1736 * chosen_skill. This means we don't need to search through
1820 * the players inventory. 1737 * the players inventory.
1821 */ 1738 */
1822 if (skill_name) 1739 if (skill_name)
1823 { 1740 {
1824 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1741 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill))
2065 player_lvl_adj (op, tmp); 1982 player_lvl_adj (op, tmp);
2066 } 1983 }
2067 1984
2068 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1985 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)]; 1986 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)];
1987
2070 if (level_loss < 0) 1988 if (level_loss < 0)
2071 level_loss = 0; 1989 level_loss = 0;
2072 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1990 loss = check_exp_loss (op, MIN (level_loss, percentage_loss));
2073 1991
2074 op->stats.exp -= loss; 1992 op->stats.exp -= loss;

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