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Comparing deliantra/server/common/living.C (file contents):
Revision 1.47 by root, Mon May 7 03:05:57 2007 UTC vs.
Revision 1.133 by root, Sun Jan 29 02:47:04 2017 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 (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 *
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 * 17 *
18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25#include <global.h> 25#include <global.h>
26#include <funcpoint.h>
27 26
28/* Handy little macro that adds exp and keeps it within bounds. Since 27/* Handy little macro that adds exp and keeps it within bounds. Since
29 * we are now using 64 bit values, I'm not all concerned about overflow issues 28 * we are now using 64 bit values, I'm not all concerned about overflow issues
30 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp 29 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 30 */
34static const int con_bonus[MAX_STAT + 1] = { 33static 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, 34 -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 35 22, 25, 30, 40, 50
37}; 36};
38 37
39/* changed the name of this to "sp_bonus" from "int_bonus" 38/* changed the name of this to "sp_bonus" from "int_bonus"
40 * because Pow can now be the stat that controls spellpoint 39 * because Pow can now be the stat that controls spellpoint
41 * advancement. -b.t. 40 * advancement. -b.t.
42 */ 41 */
43static const int sp_bonus[MAX_STAT + 1] = { 42static 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, 43 -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] = { 47static 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, 48 -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 49 30, 40, 50, 70, 100
51}; 50};
52 51
53/* 0.92.7 Changed way charisma works. Values now 52/* 0.92.7 Changed way charisma works. Values now
54 * represent how much more it costs to buy something than to sell it 53 * 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 54 * (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 55 * 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 56 * 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 57 * 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 58 * buying and selling is both the same value - any value less than or equal
60 * to 1 should not be used. 59 * to 1 should not be used.
61 * At least as of now, the only place that uses this code is query_cost, 60 * 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 61 * 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 62 * (ie, if the bonus is 2.0, then items are bought for 1.33 list, and sold
64 * at .667 63 * at .667
65 * This is figured by diff=(y-1)/(1+y), and for buy, it is 1+diff, for sell 64 * 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 108 * These limits are probably overly generous, but being there were no values
110 * before, you need to start someplace. 109 * before, you need to start someplace.
111 */ 110 */
112 111
113const uint32 weight_limit[MAX_STAT + 1] = { 112const uint32 weight_limit[MAX_STAT + 1] = {
114 200000, /* 0 */ 113 200000, /* 0 */
115 250000, 300000, 350000, 400000, 500000, /* 5 */ 114 250000, 300000, 350000, 400000, 500000, /* 5 */
116 600000, 700000, 800000, 900000, 1000000, /* 10 */ 115 600000, 700000, 800000, 900000, 1000000, /* 10 */
117 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */ 116 1100000, 1200000, 1300000, 1400000, 1500000, /* 15 */
118 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */ 117 1650000, 1800000, 1950000, 2100000, 2250000, /* 20 */
119 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */ 118 2400000, 2550000, 2700000, 2850000, 3000000, /* 25 */
120 3250000, 3500000, 3750000, 4000000, 4500000 /*30 */ 119 3250000, 3500000, 3750000, 4000000, 4500000 /* 30 */
121}; 120};
122 121
123const int learn_spell[MAX_STAT + 1] = { 122const 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, 123 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, 100 124 100, 100, 100, 100, 100, 100
140/* 139/*
141 Since this is nowhere defined ... 140 Since this is nowhere defined ...
142 Both come in handy at least in function add_exp() 141 Both come in handy at least in function add_exp()
143*/ 142*/
144 143
145#define MAX_EXPERIENCE levels[settings.max_level] 144#define MAX_EXPERIENCE levels [settings.max_level]
146 145
147/* because exp_obj sum to make the total score, 146/* because exp_obj sum to make the total score,
148 * we cannot allow that sum to exceed the maximum 147 * we cannot allow that sum to exceed the maximum
149 * amount of experience a player can gain. Thus 148 * amount of experience a player can gain. Thus
150 * we define MAX_EXP_IN_OBJ. It is important to try 149 * we define MAX_EXP_IN_OBJ. It is important to try
151 * to make the value of MAX_EXP_CAT close to the 150 * to make the value of MAX_EXP_CAT close to the
152 * actual number of experience objects in the game, 151 * actual number of experience objects in the game,
153 * otherwise the maximum level in any experience 152 * otherwise the maximum level in any experience
154 * category could be quite low. To help the situation 153 * category could be quite low. To help the situation
155 * out a little I added 10 more levels, and jacked 154 * out a little I added 10 more levels, and jacked
156 * up the last level experience value. Its out of 155 * up the last level experience value. Its out of
157 * line with progression of previous levels, so 156 * line with progression of previous levels, so
158 * if more levels are desired, this should be fixed. 157 * if more levels are desired, this should be fixed.
159 * -b.t. 158 * -b.t.
160 */ 159 */
161 160
162#define MAX_EXP_IN_OBJ levels[settings.max_level]/(MAX_EXP_CAT - 1) 161#define MAX_EXP_IN_OBJ MAX_EXP_IN_OBJ / (MAX_EXP_CAT - 1)
163
164extern sint64 *levels;
165 162
166#define MAX_SAVE_LEVEL 110 163#define MAX_SAVE_LEVEL 110
167 164
168/* This no longer needs to be changed anytime the number of 165/* This no longer needs to be changed anytime the number of
169 * levels is increased - rather, did_make_save will do the 166 * levels is increased - rather, did_make_save will do the
233const char *const short_stat_name[NUM_STATS] = { 230const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 231 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 232};
236 233
237/* 234/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 235 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 236 * is added to the specified stat.
273 */ 237 */
274void 238void
275change_attr_value (living *stats, int attr, sint8 value) 239change_attr_value (living *stats, int attr, sint8 value)
276{ 240{
277 if (value == 0) 241 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 242}
328 243
329/* 244/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 245 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 246 * 1-30 stat limit.
332 */ 247 */
333
334void 248void
335check_stat_bounds (living *stats) 249check_stat_bounds (living *stats)
336{ 250{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 251 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 252 {
341 set_attr_value (stats, i, MAX_STAT); 253 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 254 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 255 }
344} 256}
345 257
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 258#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 259
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 260/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
349 * make this macro to clean those up. Not usuable outside change_abil 261 * make this macro to clean those up. Not usuable outside change_abil
350 * function since some of the values passed to new_draw_info are hardcoded. 262 * function since some of the values passed to new_draw_info are hardcoded.
351 */ 263 */
352#define DIFF_MSG(flag, msg1, msg2) \ 264#define DIFF_MSG(flag, msg1, msg2) \
353 new_draw_info(NDI_UNIQUE, 0, op, (flag>0)?msg1:msg2); 265 new_draw_info (NDI_UNIQUE, 0, op, (flag > 0) ? msg1 : msg2);
354 266
355/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */ 267/* return 1 if we sucessfully changed a stat, 0 if nothing was changed. */
356 268
357/* flag is set to 1 if we are applying the object, -1 if we are removing 269/* flag is set to 1 if we are applying the object, -1 if we are removing
358 * the object. 270 * the object.
359 * It is the calling functions responsibilty to check to see if the object 271 * It is the calling functions responsibilty to check to see if the object
360 * can be applied or not. 272 * can be applied or not.
361 * The main purpose of calling this function is the messages that are 273 * The main purpose of calling this function is the messages that are
362 * displayed - fix_player should really always be called after this when 274 * displayed - update_stats should really always be called after this when
363 * removing an object - that is because it is impossible to know if some object 275 * removing an object - that is because it is impossible to know if some object
364 * is the only source of an attacktype or spell attunement, so this function 276 * is the only source of an attacktype or spell attunement, so this function
365 * will clear the bits, but the player may still have some other object 277 * will clear the bits, but the player may still have some other object
366 * that gives them that ability. 278 * that gives them that ability.
367 */ 279 */
368int 280int
369change_abil (object *op, object *tmp) 281change_abil (object *op, object *tmp)
370{ 282{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 283 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
284 int success = 0;
372 char message[MAX_BUF]; 285 char message[MAX_BUF];
373 int potion_max = 0; 286 int potion_max = 0;
374 287
375 /* remember what object was like before it was changed. note that 288 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 289 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 290 MoveType prev_move_type = op->move_type;
378 */ 291 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 292 assert (sizeof (prev_resist) == sizeof (op->resist));
293 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 294
381 if (op->type == PLAYER) 295 if (op->type == PLAYER)
382 { 296 {
383 if (tmp->type == POTION) 297 if (tmp->type == POTION)
384 { 298 {
385 potion_max = 1; 299 potion_max = 1;
300
386 for (j = 0; j < NUM_STATS; j++) 301 for (int j = 0; j < NUM_STATS; j++)
387 { 302 {
388 int nstat, ostat; 303 int ostat = op->contr->orig_stats.stat (j);
389 304 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 305
393 /* nstat is what the stat will be after use of the potion */ 306 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 307 int nstat = flag * i + ostat;
395 308
396 /* Do some bounds checking. While I don't think any 309 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 310 * that adjust that stat by more than one point, so we need
399 * to allow for that. 311 * to allow for that.
400 */ 312 */
401 if (nstat < 1 && i * flag < 0) 313 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 314 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&(op->arch->clone.stats), j)) 315 else if (nstat > 20 + op->arch->stats.stat (j))
404 { 316 nstat = 20 + op->arch->stats.stat (j);
405 nstat = 20 + get_attr_value (&(op->arch->clone.stats), j);
406 }
407 317
408 if (nstat != ostat) 318 if (nstat != ostat)
409 { 319 {
410 set_attr_value (&(op->contr->orig_stats), j, nstat); 320 op->contr->orig_stats.stat (j) = nstat;
411 potion_max = 0; 321 potion_max = 0;
412 } 322 }
413 else if (i) 323 else if (i)
414 { 324 {
415 /* potion is useless - player has already hit the natural maximum */ 325 /* potion is useless - player has already hit the natural maximum */
419 329
420 /* This section of code ups the characters normal stats also. I am not 330 /* This section of code ups the characters normal stats also. I am not
421 * sure if this is strictly necessary, being that fix_player probably 331 * sure if this is strictly necessary, being that fix_player probably
422 * recalculates this anyway. 332 * recalculates this anyway.
423 */ 333 */
424 for (j = 0; j < NUM_STATS; j++) 334 for (int j = 0; j < NUM_STATS; j++)
425 change_attr_value (&(op->stats), j, flag * get_attr_value (&(tmp->stats), j)); 335 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
426 336
427 check_stat_bounds (&(op->stats)); 337 check_stat_bounds (&op->stats);
428 } /* end of potion handling code */ 338 } /* end of potion handling code */
429 } 339 }
430 340
431 /* reset attributes that fix_player doesn't reset since it doesn't search 341 /* reset attributes that update_stats doesn't reset since it doesn't search
432 * everything to set 342 * everything to set
433 */ 343 */
434 if (flag == -1) 344 if (flag == -1)
435 { 345 {
436 op->attacktype &= ~tmp->attacktype; 346 op->attacktype &= ~tmp->attacktype;
437 op->path_attuned &= ~tmp->path_attuned; 347 op->path_attuned &= ~tmp->path_attuned;
438 op->path_repelled &= ~tmp->path_repelled; 348 op->path_repelled &= ~tmp->path_repelled;
439 op->path_denied &= ~tmp->path_denied; 349 op->path_denied &= ~tmp->path_denied;
440 /* Presuming here that creatures only have move_type, 350 /* Presuming here that creatures only have move_type,
441 * and not the other move_ fields. 351 * and not the other move_ fields.
442 */ 352 */
443 op->move_type &= ~tmp->move_type; 353 op->move_type &= ~tmp->move_type;
444 } 354 }
445 355
446 /* call fix_player since op object could have whatever attribute due 356 /* call fix_player since op object could have whatever attribute due
447 * to multiple items. if fix_player always has to be called after 357 * to multiple items. if update_stats always has to be called after
448 * change_ability then might as well call it from here 358 * change_ability then might as well call it from here
449 */ 359 */
450 op->update_stats (); 360 op->update_stats ();
451 361
452 /* Fix player won't add the bows ability to the player, so don't 362 /* update_stats won't add the bows ability to the player, so don't
453 * print out message if this is a bow. 363 * print out message if this is a bow.
454 */ 364 */
455 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 365 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
456 { 366 {
457 success = 1; 367 success = 1;
458 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 368 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
459 } 369 }
460 370
461 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 371 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
462 { 372 {
463 success = 1; 373 success = 1;
464 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 374 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
465 } 375 }
466 376
467 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 377 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
468 { 378 {
469 success = 1; 379 success = 1;
470 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 380 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
471 } 381 }
472 382
473 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 383 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
474 { 384 {
475 success = 1; 385 success = 1;
476 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 386 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
477 } 387 }
478 388
480 * user has multiple items giving the same type appled like we 390 * user has multiple items giving the same type appled like we
481 * used to - that is more work than what we gain, plus messages 391 * used to - that is more work than what we gain, plus messages
482 * can be misleading (a little higher could be miscontrued from 392 * can be misleading (a little higher could be miscontrued from
483 * from fly high) 393 * from fly high)
484 */ 394 */
485 if (tmp->move_type && op->move_type != refop.move_type) 395 if (tmp->move_type && op->move_type != prev_move_type)
486 { 396 {
487 success = 1; 397 success = 1;
488 398
489 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 399 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
490 * status doesn't make a difference if you are flying high 400 * status doesn't make a difference if you are flying high
491 */ 401 */
492 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 402 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
493 { 403 {
494 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 404 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
495 } 405 }
496 406
497 if (tmp->move_type & MOVE_FLY_HIGH) 407 if (tmp->move_type & MOVE_FLY_HIGH)
498 { 408 {
499 /* double conditional - second case covers if you have move_fly_low - 409 /* double conditional - second case covers if you have move_fly_low -
500 * in that case, you don't actually land 410 * in that case, you don't actually land
501 */ 411 */
502 DIFF_MSG (flag, "You soar into the air air!.", 412 DIFF_MSG (flag, "You soar into the air!",
503 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 413 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
504 } 414 }
415
505 if (tmp->move_type & MOVE_SWIM) 416 if (tmp->move_type & MOVE_SWIM)
506 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 417 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
507
508 /* Changing move status may mean you are affected by things you weren't before */
509 check_move_on (op, op);
510 } 418 }
511 419
512 /* becoming UNDEAD... a special treatment for this flag. Only those not 420 /* becoming UNDEAD... a special treatment for this flag. Only those not
513 * originally undead may change their status 421 * originally undead may change their status
514 */ 422 */
515 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 423 if (!op->arch->flag [FLAG_UNDEAD])
516 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 424 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
517 { 425 {
518 success = 1; 426 success = 1;
519 if (flag > 0) 427 if (flag > 0)
520 { 428 {
521 op->race = "undead"; 429 op->race = "undead";
522 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 430 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
523 } 431 }
524 else 432 else
525 { 433 {
526 op->race = op->arch->clone.race; 434 op->race = op->arch->race;
527 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 435 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
528 } 436 }
529 } 437 }
530 438
531 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 439 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
532 { 440 {
533 success = 1; 441 success = 1;
534 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 442 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
535 } 443 }
536 444
537 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 445 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
538 { 446 {
539 success = 1; 447 success = 1;
540 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 448 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
541 } 449 }
542 450
543 /* blinded you can tell if more blinded since blinded player has minimal 451 /* blinded you can tell if more blinded since blinded player has minimal
544 * vision 452 * vision
545 */ 453 */
546 if (QUERY_FLAG (tmp, FLAG_BLIND)) 454 if (tmp->flag [FLAG_BLIND])
547 { 455 {
548 success = 1; 456 success = 1;
549 if (flag > 0) 457 if (flag > 0)
550 { 458 {
551 if (QUERY_FLAG (op, FLAG_WIZ)) 459 if (op->flag [FLAG_WIZ])
552 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 460 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
553 else 461 else
554 { 462 {
555 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 463 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
556 SET_FLAG (op, FLAG_BLIND); 464 op->set_flag (FLAG_BLIND);
557 if (op->type == PLAYER) 465 if (op->type == PLAYER)
558 op->contr->do_los = 1; 466 op->contr->do_los = 1;
559 } 467 }
560 } 468 }
561 else 469 else
562 { 470 {
563 if (QUERY_FLAG (op, FLAG_WIZ)) 471 if (op->flag [FLAG_WIZ])
564 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 472 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
565 else 473 else
566 { 474 {
567 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 475 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
568 CLEAR_FLAG (op, FLAG_BLIND); 476 op->clr_flag (FLAG_BLIND);
569 if (op->type == PLAYER) 477 if (op->type == PLAYER)
570 op->contr->do_los = 1; 478 op->contr->do_los = 1;
571 } 479 }
572 } 480 }
573 } 481 }
574 482
575 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 483 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
576 { 484 {
577 success = 1; 485 success = 1;
578 if (op->type == PLAYER) 486 if (op->type == PLAYER)
579 op->contr->do_los = 1; 487 op->contr->do_los = 1;
580 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 488 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
581 } 489 }
582 490
583 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 491 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
584 { 492 {
585 success = 1; 493 success = 1;
586 if (flag > 0) 494 if (flag > 0)
587 { 495 {
588 if (QUERY_FLAG (op, FLAG_WIZ)) 496 if (op->flag [FLAG_WIZ])
589 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 497 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
590 else 498 else
591 { 499 {
592 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 500 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
593 if (op->type == PLAYER) 501 if (op->type == PLAYER)
594 op->contr->do_los = 1; 502 op->contr->do_los = 1;
595 } 503 }
596 } 504 }
597 else 505 else
598 { 506 {
599 if (QUERY_FLAG (op, FLAG_WIZ)) 507 if (op->flag [FLAG_WIZ])
600 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 508 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
601 else 509 else
602 { 510 {
603 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 511 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
604 if (op->type == PLAYER) 512 if (op->type == PLAYER)
611 { 519 {
612 success = 1; 520 success = 1;
613 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky."); 521 DIFF_MSG (flag * tmp->stats.luck, "You feel more lucky.", "You feel less lucky.");
614 } 522 }
615 523
524 if (digest_types [tmp->type])
525 {
616 if (tmp->stats.hp && op->type == PLAYER) 526 if (tmp->stats.hp && op->type == PLAYER)
617 { 527 {
618 success = 1; 528 success = 1;
619 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!"); 529 DIFF_MSG (flag * tmp->stats.hp, "You feel much more healthy!", "You feel much less healthy!");
620 } 530 }
621 531
622 if (tmp->stats.sp && op->type == PLAYER && tmp->type != SKILL) 532 if (tmp->stats.sp && op->type == PLAYER
623 { 533 && tmp->type != SKILL && tmp->type != BOW)
534 {
624 success = 1; 535 success = 1;
625 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane."); 536 DIFF_MSG (flag * tmp->stats.sp, "You feel one with the powers of magic!", "You suddenly feel very mundane.");
626 } 537 }
627 538
628 /* for the future when artifacts set this -b.t. */ 539 /* for the future when artifacts set this -b.t. */
629 if (tmp->stats.grace && op->type == PLAYER) 540 if (tmp->stats.grace && op->type == PLAYER)
630 { 541 {
631 success = 1; 542 success = 1;
632 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy."); 543 DIFF_MSG (flag * tmp->stats.grace, "You feel closer to your god!", "You suddenly feel less holy.");
633 } 544 }
634 545
635 if (tmp->stats.food && op->type == PLAYER) 546 if (tmp->stats.food && op->type == PLAYER)
636 { 547 {
637 success = 1; 548 success = 1;
638 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 549 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
550 }
639 } 551 }
640 552
641 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
642 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
643 { 555 {
644 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
645 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
646 558
647 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
648 { 560 {
649 success = 1; 561 success = 1;
562
650 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
651 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg[i], op->resist[i]); 564 sprintf (message, "Your resistance to %s rises to %d%%.", change_resist_msg [i], op->resist [i]);
652 else 565 else
653 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg[i], op->resist[i]); 566 sprintf (message, "Your resistance to %s drops to %d%%.", change_resist_msg [i], op->resist [i]);
654 567
655 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
656 } 569 }
657 } 570 }
658 571
659 if (!potion_max) 572 if (!potion_max)
660 {
661 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
662 { 574 if (int i = tmp->stats.stat (j))
663 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
664 { 575 {
665 success = 1; 576 success = 1;
666 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
667 } 578 }
668 }
669 }
670 579
671 return success; 580 return success;
672} 581}
673 582
674/* 583/*
675 * Stat draining by Vick 930307 584 * Stat draining by Vick 930307
676 * (Feeling evil, I made it work as well now. -Frank 8) 585 * (Feeling evil, I made it work as well now. -Frank 8)
677 */ 586 */
678
679void 587void
680object::drain_stat () 588object::drain_stat ()
681{ 589{
682 drain_specific_stat (rndm (NUM_STATS)); 590 drain_specific_stat (rndm (NUM_STATS));
683} 591}
686object::drain_specific_stat (int deplete_stats) 594object::drain_specific_stat (int deplete_stats)
687{ 595{
688 object *tmp; 596 object *tmp;
689 archetype *at; 597 archetype *at;
690 598
691 at = archetype::find (ARCH_DEPLETION); 599 at = archetype::find (shstr_depletion);
692 if (!at) 600 if (!at)
693 { 601 {
694 LOG (llevError, "Couldn't find archetype depletion.\n"); 602 LOG (llevError, "Couldn't find archetype depletion.\n");
695 return; 603 return;
696 } 604 }
698 { 606 {
699 tmp = present_arch_in_ob (at, this); 607 tmp = present_arch_in_ob (at, this);
700 608
701 if (!tmp) 609 if (!tmp)
702 { 610 {
703 tmp = arch_to_object (at); 611 tmp = at->instance ();
704 tmp = insert_ob_in_ob (tmp, this); 612 tmp = insert_ob_in_ob (tmp, this);
705 SET_FLAG (tmp, FLAG_APPLIED); 613 tmp->set_flag (FLAG_APPLIED);
706 } 614 }
707 } 615 }
708 616
709 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]); 617 new_draw_info (NDI_UNIQUE, 0, this, drain_msg[deplete_stats]);
710 change_attr_value (&tmp->stats, deplete_stats, -1); 618 change_attr_value (&tmp->stats, deplete_stats, -1);
716 * via an applied bad_luck object. 624 * via an applied bad_luck object.
717 */ 625 */
718void 626void
719object::change_luck (int value) 627object::change_luck (int value)
720{ 628{
721 archetype *at = archetype::find ("luck"); 629 archetype *at = archetype::find (shstr_luck);
722 if (!at) 630 if (!at)
723 LOG (llevError, "Couldn't find archetype luck.\n"); 631 LOG (llevError, "Couldn't find archetype luck.\n");
724 else 632 else
725 { 633 {
726 object *tmp = present_arch_in_ob (at, this); 634 object *tmp = present_arch_in_ob (at, this);
728 if (!tmp) 636 if (!tmp)
729 { 637 {
730 if (!value) 638 if (!value)
731 return; 639 return;
732 640
733 tmp = arch_to_object (at); 641 tmp = at->instance ();
734 tmp = insert_ob_in_ob (tmp, this); 642 tmp = insert_ob_in_ob (tmp, this);
735 SET_FLAG (tmp, FLAG_APPLIED); 643 tmp->set_flag (FLAG_APPLIED);
736 } 644 }
737 645
738 if (value) 646 if (value)
739 { 647 {
740 /* Limit the luck value of the bad luck object to +/-100. This 648 /* Limit the luck value of the bad luck object to +/-100. This
772 * Subtracts stat-bonuses given by the class which the player has chosen. 680 * Subtracts stat-bonuses given by the class which the player has chosen.
773 */ 681 */
774void 682void
775object::remove_statbonus () 683object::remove_statbonus ()
776{ 684{
777 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
778 stats.Dex -= arch->clone.stats.Dex; 686 {
779 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
780 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
781 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
782 stats.Cha -= arch->clone.stats.Cha; 690 }
783 stats.Int -= arch->clone.stats.Int;
784
785 contr->orig_stats.Str -= arch->clone.stats.Str;
786 contr->orig_stats.Dex -= arch->clone.stats.Dex;
787 contr->orig_stats.Con -= arch->clone.stats.Con;
788 contr->orig_stats.Wis -= arch->clone.stats.Wis;
789 contr->orig_stats.Pow -= arch->clone.stats.Pow;
790 contr->orig_stats.Cha -= arch->clone.stats.Cha;
791 contr->orig_stats.Int -= arch->clone.stats.Int;
792} 691}
793 692
794/* 693/*
795 * Adds stat-bonuses given by the class which the player has chosen. 694 * Adds stat-bonuses given by the class which the player has chosen.
796 */ 695 */
797void 696void
798object::add_statbonus () 697object::add_statbonus ()
799{ 698{
800 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
801 stats.Dex += arch->clone.stats.Dex; 700 {
802 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
803 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
804 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
805 stats.Cha += arch->clone.stats.Cha; 704 }
806 stats.Int += arch->clone.stats.Int;
807
808 contr->orig_stats.Str += arch->clone.stats.Str;
809 contr->orig_stats.Dex += arch->clone.stats.Dex;
810 contr->orig_stats.Con += arch->clone.stats.Con;
811 contr->orig_stats.Wis += arch->clone.stats.Wis;
812 contr->orig_stats.Pow += arch->clone.stats.Pow;
813 contr->orig_stats.Cha += arch->clone.stats.Cha;
814 contr->orig_stats.Int += arch->clone.stats.Int;
815} 705}
706
707static struct copy_flags : object::flags_t
708{
709 copy_flags ()
710 {
711 set (FLAG_LIFESAVE);
712 set (FLAG_REFL_SPELL);
713 set (FLAG_REFL_MISSILE);
714 set (FLAG_STEALTH);
715 set (FLAG_XRAYS);
716 set (FLAG_BLIND);
717 set (FLAG_SEE_IN_DARK);
718 }
719} copy_flags;
816 720
817/* 721/*
818 * Updates all abilities given by applied objects in the inventory 722 * Updates all abilities given by applied objects in the inventory
819 * of the given object. Note: This function works for both monsters 723 * of the given object. Note: This function works for both monsters
820 * and players; the "player" in the name is purely an archaic inheritance. 724 * and players; the "player" in the name is purely an archaic inheritance.
825 * spell system split, grace points now added to system --peterm 729 * spell system split, grace points now added to system --peterm
826 */ 730 */
827void 731void
828object::update_stats () 732object::update_stats ()
829{ 733{
830 int i, j;
831 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 734 float max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
832 int weapon_weight = 0, weapon_speed = 0; 735 weight_t weapon_weight = 0;
736 int weapon_speed = 0;
833 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 737 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
834 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 738 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
835 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 739 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
836 float old_speed = speed; 740 float old_speed = speed;
741 int stat_sum [NUM_STATS];
742
743 MoveType move_type; // we use change_move_type to change it, so use a local copy
837 744
838 /* First task is to clear all the values back to their original values */ 745 /* First task is to clear all the values back to their original values */
839 if (type == PLAYER) 746 if (type == PLAYER)
840 { 747 {
748 contr->delayed_update = false;
749
841 for (i = 0; i < NUM_STATS; i++) 750 for (int i = 0; i < NUM_STATS; i++)
842 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 751 stat_sum [i] = contr->orig_stats.stat (i);
843 752
844 if (settings.spell_encumbrance == TRUE) 753 if (settings.spell_encumbrance == TRUE)
845 contr->encumbrance = 0; 754 contr->encumbrance = 0;
846 755
847 attacktype = 0; 756 attacktype = 0;
857 for (int i = NUM_BODY_LOCATIONS; i--; ) 766 for (int i = NUM_BODY_LOCATIONS; i--; )
858 slot[i].used = slot[i].info; 767 slot[i].used = slot[i].info;
859 768
860 slaying = 0; 769 slaying = 0;
861 770
862 if (!QUERY_FLAG (this, FLAG_WIZ)) 771 if (!this->flag [FLAG_WIZ])
863 {
864 CLEAR_FLAG (this, FLAG_XRAYS);
865 CLEAR_FLAG (this, FLAG_MAKE_INVIS);
866 } 772 {
773 this->clr_flag (FLAG_XRAYS);
774 this->clr_flag (FLAG_MAKE_INVIS);
775 }
867 776
868 CLEAR_FLAG (this, FLAG_LIFESAVE); 777 this->clr_flag (FLAG_LIFESAVE);
869 CLEAR_FLAG (this, FLAG_STEALTH); 778 this->clr_flag (FLAG_STEALTH);
870 CLEAR_FLAG (this, FLAG_BLIND); 779 this->clr_flag (FLAG_BLIND);
871 780
872 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 781 if (!arch->flag [FLAG_REFL_SPELL ]) this->clr_flag (FLAG_REFL_SPELL);
873 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 782 if (!arch->flag [FLAG_REFL_MISSILE]) this->clr_flag (FLAG_REFL_MISSILE);
874 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 783 if (!arch->flag [FLAG_UNDEAD ]) this->clr_flag (FLAG_UNDEAD);
875 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 784 if (!arch->flag [FLAG_SEE_IN_DARK ]) this->clr_flag (FLAG_SEE_IN_DARK);
876 785
877 path_attuned = arch->clone.path_attuned; 786 path_attuned = arch->path_attuned;
878 path_repelled = arch->clone.path_repelled; 787 path_repelled = arch->path_repelled;
879 path_denied = arch->clone.path_denied; 788 path_denied = arch->path_denied;
880 glow_radius = arch->clone.glow_radius; 789 glow_radius = arch->glow_radius;
881 move_type = arch->clone.move_type; 790 move_type = arch->move_type;
882
883 chosen_skill = 0;
884 791
885 /* initializing resistances from the values in player/monster's 792 /* initializing resistances from the values in player/monster's
886 * archetype clone 793 * archetype clone
887 */ 794 */
888 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 795 memcpy (&resist, &arch->resist, sizeof (resist));
889 796
890 for (i = 0; i < NROFATTACKS; i++) 797 for (int i = 0; i < NROFATTACKS; i++)
891 { 798 {
892 if (resist[i] > 0) 799 if (resist[i] > 0)
893 prot[i] = resist[i], vuln[i] = 0; 800 prot[i] = resist[i], vuln[i] = 0;
894 else 801 else
895 vuln[i] = -(resist[i]), prot[i] = 0; 802 vuln[i] = -resist[i], prot[i] = 0;
896 803
897 potion_resist[i] = 0; 804 potion_resist[i] = -1000;
898 } 805 }
899 806
900 wc = arch->clone.stats.wc; 807 wc = arch->stats.wc;
901 stats.dam = arch->clone.stats.dam; 808 stats.dam = arch->stats.dam;
902 809
903 /* for players which cannot use armour, they gain AC -1 per 3 levels, 810 /* for players which cannot use armour, they gain AC -1 per 3 levels,
904 * plus a small amount of physical resist, those poor suckers. ;) 811 * plus a small amount of physical resist, those poor suckers. ;)
905 * the fact that maxlevel is factored in could be considered sort of bogus - 812 * the fact that maxlevel is factored in could be considered sort of bogus -
906 * we should probably give them some bonus and cap it off - otherwise, 813 * we should probably give them some bonus and cap it off - otherwise,
907 * basically, if a server updates its max level, these playes may find 814 * basically, if a server updates its max level, these playes may find
908 * that their protection from physical goes down 815 * that their protection from physical goes down
909 */ 816 */
910 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 817 if (!this->flag [FLAG_USE_ARMOUR] && type == PLAYER)
911 { 818 {
912 ac = MAX (-10, arch->clone.stats.ac - level / 3); 819 ac = max (-10, arch->stats.ac - level / 3);
913 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 820 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
914 } 821 }
915 else 822 else
916 ac = arch->clone.stats.ac; 823 ac = arch->stats.ac;
917 824
918 stats.luck = arch->clone.stats.luck; 825 stats.luck = arch->stats.luck;
919 speed = arch->clone.speed; 826 speed = arch->speed;
827
828 chosen_skill = 0;
920 829
921 /* OK - we've reset most all the objects attributes to sane values. 830 /* OK - we've reset most all the objects attributes to sane values.
922 * now go through and make adjustments for what the player has equipped. 831 * now go through and make adjustments for what the player has equipped.
923 */ 832 */
924 for (tmp = inv; tmp; tmp = tmp->below) 833 for (tmp = inv; tmp; tmp = tmp->below)
925 { 834 {
926 /* See note in map.c:update_position about making this additive
927 * since light sources are never applied, need to put check here.
928 */
929 if (tmp->glow_radius > glow_radius)
930 glow_radius = tmp->glow_radius;
931
932 /* This happens because apply_potion calls change_abil with the potion 835 /* This happens because apply_potion calls change_abil with the potion
933 * applied so we can tell the player what changed. But change_abil 836 * applied so we can tell the player what changed. But change_abil
934 * then calls this function. 837 * then calls this function.
935 */ 838 */
936 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 839 if (tmp->flag [FLAG_APPLIED] && tmp->type == POTION)
937 continue; 840 continue;
841
842 glow_radius += tmp->glow_radius;
938 843
939 /* For some things, we don't care what is equipped */ 844 /* For some things, we don't care what is equipped */
940 if (tmp->type == SKILL) 845 if (tmp->type == SKILL)
941 { 846 {
942 /* Want to take the highest skill here. */ 847 /* Want to take the highest skill here. */
955 else if (tmp->level > grace_obj->level) 860 else if (tmp->level > grace_obj->level)
956 grace_obj = tmp; 861 grace_obj = tmp;
957 } 862 }
958 } 863 }
959 864
960 /* Container objects are not meant to adjust a players, but other applied 865 /* Container objects are not meant to adjust players, but other applied
961 * objects need to make adjustments. 866 * objects need to make adjustments.
962 * This block should handle all player specific changes 867 * This block should handle all player specific changes
963 * The check for Praying is a bit of a hack - god given bonuses are put 868 * The check for Praying is a bit of a hack - god given bonuses are put
964 * in the praying skill, and the player should always get those. 869 * in the praying skill, and the player should always get those.
965 * It also means we need to put in additional checks for applied below, 870 * It also means we need to put in additional checks for applied below,
966 * because the skill shouldn't count against body positions being used 871 * because the skill shouldn't count against body positions being used
967 * up, etc. 872 * up, etc.
968 */ 873 */
969 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 874 if ((tmp->flag [FLAG_APPLIED]
970 && tmp->type != CONTAINER 875 && tmp->type != CONTAINER
971 && tmp->type != CLOSE_CON) 876 && tmp->type != CLOSE_CON
972 || (tmp->type == SKILL 877 && tmp->type != SPELL)
973 && tmp->subtype == SK_PRAYING)) 878 || (tmp->type == SKILL && tmp->subtype == SK_PRAYING))
974 { 879 {
975 if (type == PLAYER) 880 if (type == PLAYER)
976 { 881 {
977 if ((tmp->type == WEAPON || tmp->type == BOW) 882 contr->item_power += tmp->item_power;
978 && tmp != current_weapon)
979 continue;
980 883
981 for (i = 0; i < NUM_STATS; i++) 884 for (int i = 0; i < NUM_STATS; i++)
982 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 885 stat_sum [i] += tmp->stats.stat (i);
983 886
984 /* these are the items that currently can change digestion, regeneration, 887 if (digest_types [tmp->type])
985 * spell point recovery and mana point recovery. Seems sort of an arbitary
986 * list, but other items store other info into stats array.
987 */
988 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
989 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
990 (tmp->type == SHIELD) || (tmp->type == RING) ||
991 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
992 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
993 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
994 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
995 (tmp->type == SKILL))
996 { 888 {
997 contr->digestion += tmp->stats.food; 889 contr->digestion += tmp->stats.food;
998 contr->gen_hp += tmp->stats.hp; 890 contr->gen_hp += tmp->stats.hp;
891 if (tmp->type != BOW) // ugly exception for bows
999 contr->gen_sp += tmp->stats.sp; 892 contr->gen_sp += tmp->stats.sp;
1000 contr->gen_grace += tmp->stats.grace; 893 contr->gen_grace += tmp->stats.grace;
1001 contr->gen_sp_armour += tmp->gen_sp_armour; 894 contr->gen_sp_armour += tmp->gen_sp_armour;
1002 contr->item_power += tmp->item_power;
1003 } 895 }
1004 } /* if this is a player */ 896 } /* if this is a player */
1005 else 897 else
1006 { 898 {
1007 if (tmp->type == WEAPON) 899 if (tmp->type == WEAPON)
1008 current_weapon = tmp; 900 current_weapon = tmp;
1009 } 901 }
1010 902
1011 /* Update slots used for items */ 903 /* Update slots used for items */
1012 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 904 if (tmp->flag [FLAG_APPLIED]) // exclude praying...
1013 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 905 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1014 slot[i].used += tmp->slot[i].info; 906 slot[i].used += tmp->slot[i].info;
1015 907
1016 if (tmp->type == SYMPTOM) 908 if (tmp->type == SYMPTOM)
1017 {
1018 speed_reduce_from_disease = tmp->last_sp / 100.f; 909 min_it (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1019 910
1020 if (speed_reduce_from_disease == 0)
1021 speed_reduce_from_disease = 1;
1022 }
1023
1024 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 911 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1025 * (Negative protections are calculated exactly like positive.) 912 * (Negative protections are calculated exactly like positive.)
1026 * Resistance from potions are treated special as well. If there's 913 * Resistance from potions are treated special as well. If there's
1027 * more than one potion-effect, the bigger prot.-value is taken. 914 * more than one potion-effect, the bigger prot.-value is taken.
1028 */ 915 */
1029 if (tmp->type != POTION) 916 if (tmp->type == POTION_EFFECT)
1030 {
1031 for (i = 0; i < NROFATTACKS; i++) 917 for (int i = 0; i < NROFATTACKS; i++)
1032 {
1033 /* Potential for cursed potions, in which case we just can use
1034 * a straight MAX, as potion_resist is initialised to zero.
1035 */
1036 if (tmp->type == POTION_EFFECT)
1037 {
1038 if (potion_resist[i])
1039 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]);
1040 else
1041 potion_resist[i] = tmp->resist[i]; 918 max_it (potion_resist[i], tmp->resist[i]);
1042 } 919 else if (tmp->type != POTION)
920 for (int i = 0; i < NROFATTACKS; i++)
1043 else if (tmp->resist[i] > 0) 921 if (tmp->resist[i] > 0)
1044 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 922 prot[i] += (100 - prot[i]) * tmp->resist[i] / 100;
1045 else if (tmp->resist[i] < 0) 923 else if (tmp->resist[i] < 0)
1046 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 924 vuln[i] += (100 - vuln[i]) * -tmp->resist[i] / 100;
1047 }
1048 }
1049 925
1050 /* There may be other things that should not adjust the attacktype */ 926 /* There may be other things that should not adjust the attacktype */
1051 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 927 if (tmp->type != SYMPTOM)
1052 || current_weapon == tmp)
1053 { 928 {
1054 attacktype |= tmp->attacktype; 929 attacktype |= tmp->attacktype;
1055 path_attuned |= tmp->path_attuned; 930 path_attuned |= tmp->path_attuned;
1056 path_repelled |= tmp->path_repelled; 931 path_repelled |= tmp->path_repelled;
1057 path_denied |= tmp->path_denied; 932 path_denied |= tmp->path_denied;
1058 move_type |= tmp->move_type; 933 move_type |= tmp->move_type;
1059 stats.luck += tmp->stats.luck; 934 stats.luck += tmp->stats.luck;
1060 } 935 }
1061 936
1062 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 937 flag |= tmp->flag & copy_flags;
1063 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1064 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1065 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1066 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1067 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1068 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1069 938
1070 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 939 if (tmp->flag [FLAG_UNDEAD] && !arch->flag [FLAG_UNDEAD])
1071 SET_FLAG (this, FLAG_UNDEAD); 940 this->set_flag (FLAG_UNDEAD);
1072 941
1073 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 942 //TODO: copy_flags?
943 if (tmp->flag [FLAG_MAKE_INVIS])
1074 { 944 {
1075 SET_FLAG (this, FLAG_MAKE_INVIS); 945 set_flag (FLAG_MAKE_INVIS);
1076 invisible = 1; 946 invisible = 1;
1077 } 947 }
1078 948
1079 if (tmp->stats.exp && tmp->type != SKILL) 949 if (tmp->stats.exp && tmp->type != SKILL)
1080 { 950 {
1087 added_speed += tmp->stats.exp; 957 added_speed += tmp->stats.exp;
1088 } 958 }
1089 959
1090 switch (tmp->type) 960 switch (tmp->type)
1091 { 961 {
1092#if 0
1093 case WAND:
1094 case ROD: 962 case SKILL:
1095 case HORN: 963 {
1096 if (type != PLAYER || current_weapon == tmp) 964 // some skills will end up here without counting as "applied"
965 if (!tmp->flag [FLAG_APPLIED] || skill_flags [tmp->subtype] & SF_AUTARK)
966 break;
967
968 if (chosen_skill)
969 {
970 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
971 &name, &chosen_skill->name, &tmp->name);
972
973 tmp->flag [FLAG_APPLIED] = false;
974 update_stats ();
975 return;
976 }
977
1097 chosen_skill = tmp; 978 chosen_skill = tmp;
1098 break;
1099#endif
1100 979
1101 /* skills modifying the character -b.t. */
1102 /* for all skills and skill granting objects */
1103 case SKILL:
1104 if (!QUERY_FLAG (tmp, FLAG_APPLIED))
1105 break;
1106
1107 if (IS_COMBAT_SKILL (tmp->subtype))
1108 wc_obj = tmp;
1109
1110 if (chosen_skill)
1111 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1112
1113 chosen_skill = tmp;
1114
1115 if (tmp->stats.dam > 0) 980 if (tmp->stats.dam > 0)
1116 { /* skill is a 'weapon' */ 981 { /* skill is a 'weapon' */
1117 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 982 if (!this->flag [FLAG_READY_WEAPON])
1118 weapon_speed = WEAPON_SPEED (tmp); 983 weapon_speed = max (0, WEAPON_SPEED (tmp));
1119 984
1120 if (weapon_speed < 0)
1121 weapon_speed = 0;
1122
1123 weapon_weight = tmp->weight; 985 weapon_weight = tmp->weight;
1124 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 986 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1125 987
1126 if (tmp->magic) 988 if (tmp->magic)
1127 stats.dam += tmp->magic; 989 stats.dam += tmp->magic;
1128 } 990 }
1129 991
1130 if (tmp->stats.wc) 992 if (tmp->stats.wc)
1131 wc -= tmp->stats.wc + tmp->magic; 993 wc -= tmp->stats.wc + tmp->magic;
1132 994
1133 if (tmp->slaying) 995 if (tmp->slaying)
1134 slaying = tmp->slaying; 996 slaying = tmp->slaying;
1135 997
1136 if (tmp->stats.ac) 998 if (tmp->stats.ac)
1137 ac -= tmp->stats.ac + tmp->magic; 999 ac -= tmp->stats.ac + tmp->magic;
1138 1000
1139 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1001 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1140 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1002 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1141
1142 break; 1003 }
1143 1004
1144 case SKILL_TOOL:
1145 if (chosen_skill)
1146 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1147
1148 chosen_skill = tmp;
1149 break; 1005 break;
1150 1006
1151 case SHIELD: 1007 case SHIELD:
1152 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1008 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1153 contr->encumbrance += (int) tmp->weight / 2000; 1009 contr->encumbrance += weight_to_kg_approx (tmp->weight) >> 1;
1010 //FALLTHROUGH
1154 case RING: 1011 case RING:
1155 case AMULET: 1012 case AMULET:
1156 case GIRDLE: 1013 case GIRDLE:
1157 case HELMET: 1014 case HELMET:
1158 case BOOTS: 1015 case BOOTS:
1167 if (tmp->stats.ac) 1024 if (tmp->stats.ac)
1168 ac -= tmp->stats.ac + tmp->magic; 1025 ac -= tmp->stats.ac + tmp->magic;
1169 1026
1170 break; 1027 break;
1171 1028
1029 case RANGED:
1172 case BOW: 1030 case BOW:
1173 case WEAPON: 1031 case WEAPON:
1174 if (type != PLAYER || current_weapon == tmp)
1175 {
1176 wc -= tmp->stats.wc + tmp->magic; 1032 wc -= tmp->stats.wc + tmp->magic;
1177 1033
1178 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0) 1034 if (tmp->stats.ac && tmp->stats.ac + tmp->magic > 0)
1179 ac -= tmp->stats.ac + tmp->magic; 1035 ac -= tmp->stats.ac + tmp->magic;
1180 1036
1181 stats.dam += tmp->stats.dam + tmp->magic; 1037 stats.dam += tmp->stats.dam + tmp->magic;
1182 weapon_weight = tmp->weight; 1038 weapon_weight = tmp->weight;
1183 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2; 1039 weapon_speed = (WEAPON_SPEED (tmp) * 2 - tmp->magic) / 2;
1184 1040
1185 if (weapon_speed < 0) 1041 if (weapon_speed < 0)
1186 weapon_speed = 0; 1042 weapon_speed = 0;
1187 1043
1188 slaying = tmp->slaying; 1044 slaying = tmp->slaying;
1189 1045
1190 /* If there is desire that two handed weapons should do 1046 /* If there is desire that two handed weapons should do
1191 * extra strength damage, this is where the code should 1047 * extra strength damage, this is where the code should
1192 * go. 1048 * go.
1193 */ 1049 */
1194 1050
1195 if (type == PLAYER) 1051 if (type == PLAYER)
1196 if (settings.spell_encumbrance) 1052 if (settings.spell_encumbrance)
1197 contr->encumbrance += tmp->weight * 3 / 1000; 1053 contr->encumbrance += weight_to_kg_approx (3 * tmp->weight);
1198 }
1199 1054
1200 break; 1055 break;
1201 1056
1202 case ARMOUR: /* Only the best of these three are used: */ 1057 case ARMOUR: /* Only the best of these three are used: */
1203 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1058 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1204 contr->encumbrance += tmp->weight / 1000; 1059 contr->encumbrance += weight_to_kg_approx (tmp->weight);
1205 1060
1206 case BRACERS: 1061 case BRACERS:
1207 case FORCE: 1062 case FORCE:
1208 if (tmp->stats.wc) 1063 if (tmp->stats.wc)
1209 { 1064 {
1226 else /* To nullify the below effect */ 1081 else /* To nullify the below effect */
1227 ac += tmp->stats.ac + tmp->magic; 1082 ac += tmp->stats.ac + tmp->magic;
1228 } 1083 }
1229 1084
1230 if (tmp->stats.wc) 1085 if (tmp->stats.wc)
1231 wc -= (tmp->stats.wc + tmp->magic); 1086 wc -= tmp->stats.wc + tmp->magic;
1232 1087
1233 if (tmp->stats.ac) 1088 if (tmp->stats.ac)
1234 ac -= (tmp->stats.ac + tmp->magic); 1089 ac -= tmp->stats.ac + tmp->magic;
1235 1090
1236 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1091 if (ARMOUR_SPEED (tmp))
1237 max = ARMOUR_SPEED (tmp) / 10.f; 1092 min_it (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1238 1093
1239 break; 1094 break;
1240 } /* switch tmp->type */ 1095 } /* switch tmp->type */
1241 } /* item is equipped */ 1096 } /* item is equipped */
1242 } /* for loop of items */ 1097 } /* for loop of items */
1243 1098
1099 min_it (glow_radius, MAX_LIGHT_RADIUS);
1100
1244 /* We've gone through all the objects the player has equipped. For many things, we 1101 /* We've gone through all the objects the player has equipped. For many things, we
1245 * have generated intermediate values which we now need to assign. 1102 * have generated intermediate values which we now need to assign.
1246 */ 1103 */
1247 1104
1248 /* 'total resistance = total protections - total vulnerabilities'. 1105 /* 'total resistance = total protections - total vulnerabilities'.
1249 * If there is an uncursed potion in effect, granting more protection 1106 * If there is an uncursed potion in effect, granting more protection
1250 * than that, we take: 'total resistance = resistance from potion'. 1107 * than that, we take: 'total resistance = resistance from potion'.
1251 * If there is a cursed (and no uncursed) potion in effect, we take 1108 * If there is a cursed (and no uncursed) potion in effect, we take
1252 * 'total resistance = vulnerability from cursed potion'. 1109 * 'total resistance = vulnerability from cursed potion'.
1253 */ 1110 */
1254 for (i = 0; i < NROFATTACKS; i++) 1111 for (int i = 0; i < NROFATTACKS; i++)
1255 { 1112 {
1256 resist[i] = prot[i] - vuln[i]; 1113 resist[i] = prot[i] - vuln[i];
1257 1114
1258 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1115 if (potion_resist[i] != -1000
1116 && (potion_resist[i] < 0 || potion_resist[i] > resist[i]))
1259 resist[i] = potion_resist[i]; 1117 resist[i] = potion_resist[i];
1260 } 1118 }
1261 1119
1262 /* Figure out the players sp/mana/hp totals. */
1263 if (type == PLAYER) 1120 if (type == PLAYER)
1264 { 1121 {
1122 // clamp various player stats
1123 for (int i = 0; i < NUM_STATS; ++i)
1124 stats.stat (i) = stat_sum [i];
1125
1126 check_stat_bounds (&stats);
1127
1128 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1129
1130 /* Figure out the players sp/mana/hp totals. */
1265 int pl_level; 1131 int pl_level;
1266 1132
1267 check_stat_bounds (&(stats));
1268 pl_level = level;
1269
1270 if (pl_level < 1)
1271 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1133 pl_level = max (1, level); /* safety, we should always get 1 levels worth of hp! */
1272 1134
1273 /* You basically get half a con bonus/level. But we do take into account rounding, 1135 /* You basically get half a con bonus/level. But we do take into account rounding,
1274 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1136 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1275 */ 1137 */
1276 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1138 stats.maxhp = 0;
1139 for (int i = 1; i <= min (10, pl_level); i++)
1277 { 1140 {
1278 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1141 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1279 1142
1280 if (i % 2 && con_bonus[stats.Con] % 2) 1143 if (i % 2 && con_bonus[stats.Con] % 2)
1281 {
1282 if (con_bonus[stats.Con] > 0) 1144 if (con_bonus[stats.Con] > 0)
1283 j++; 1145 j++;
1284 else 1146 else
1285 j--; 1147 j--;
1286 }
1287 1148
1288 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1149 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1289 } 1150 }
1290 1151
1291 for (i = 11; i <= level; i++) 1152 stats.maxhp += 2 * max (0, level - 10);
1292 stats.maxhp += 2;
1293 1153
1294 if (stats.hp > stats.maxhp) 1154 if (stats.hp > stats.maxhp)
1295 stats.hp = stats.maxhp; 1155 stats.hp = stats.maxhp;
1296 1156
1297 /* Sp gain is controlled by the level of the player's 1157 /* Sp gain is controlled by the level of the player's
1298 * relevant experience object (mana_obj, see above) 1158 * relevant experience object (mana_obj, see above)
1299 */ 1159 */
1300 /* following happen when skills system is not used */ 1160 /* following happen when skills system is not used */
1301 if (!mana_obj) 1161 if (!mana_obj)
1302 mana_obj = this; 1162 mana_obj = this;
1303 1163
1310 1170
1311 if (mana_obj == this && type == PLAYER) 1171 if (mana_obj == this && type == PLAYER)
1312 stats.maxsp = 1; 1172 stats.maxsp = 1;
1313 else 1173 else
1314 { 1174 {
1315 sp_tmp = 0.f; 1175 float sp_tmp = 0.f;
1316 1176
1317 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1177 for (int i = 1; i <= min (10, mana_obj->level); i++)
1318 { 1178 {
1319 float stmp; 1179 float stmp;
1320 1180
1321 /* Got some extra bonus at first level */ 1181 /* Got some extra bonus at first level */
1322 if (i < 2) 1182 if (i < 2)
1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1183 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1324 else 1184 else
1325 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1185 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1326 1186
1327 if (stmp < 1.f)
1328 stmp = 1.f;
1329
1330 sp_tmp += stmp; 1187 sp_tmp += max (1.f, stmp);
1331 } 1188 }
1332 1189
1333 stats.maxsp = (sint16)sp_tmp; 1190 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1334
1335 for (i = 11; i <= mana_obj->level; i++)
1336 stats.maxsp += 2;
1337 } 1191 }
1192
1338 /* Characters can get their sp supercharged via rune of transferrance */ 1193 /* Characters can get their sp supercharged via rune of transferrance */
1339 if (stats.sp > stats.maxsp * 2) 1194 stats.sp = min (stats.sp, stats.maxsp * 2);
1340 stats.sp = stats.maxsp * 2;
1341 1195
1342 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1196 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1343 if (!grace_obj || !grace_obj->level || type != PLAYER) 1197 if (!grace_obj || !grace_obj->level || type != PLAYER)
1344 grace_obj = this; 1198 grace_obj = this;
1345 1199
1350 /* store grace in a float - this way, the divisions below don't create 1204 /* store grace in a float - this way, the divisions below don't create
1351 * big jumps when you go from level to level - with int's, it then 1205 * big jumps when you go from level to level - with int's, it then
1352 * becomes big jumps when the sums of the bonuses jump to the next 1206 * becomes big jumps when the sums of the bonuses jump to the next
1353 * step of 8 - with floats, even fractional ones are useful. 1207 * step of 8 - with floats, even fractional ones are useful.
1354 */ 1208 */
1355 sp_tmp = 0.f; 1209 float sp_tmp = 0.f;
1356 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1210
1211 for (int i = 1; i <= min (10, grace_obj->level); i++)
1357 { 1212 {
1358 float grace_tmp = 0.f; 1213 float grace_tmp = 0.f;
1359 1214
1360 /* Got some extra bonus at first level */ 1215 /* Got some extra bonus at first level */
1361 if (i < 2) 1216 if (i < 2)
1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1217 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1363 else 1218 else
1364 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1219 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1365 1220
1366 if (grace_tmp < 1.f)
1367 grace_tmp = 1.f;
1368
1369 sp_tmp += grace_tmp; 1221 sp_tmp += max (1.f, grace_tmp);
1370 } 1222 }
1371 1223
1372 stats.maxgrace = (sint16)sp_tmp;
1373
1374 /* two grace points per level after 11 */ 1224 /* two grace points per level after 10 */
1375 for (i = 11; i <= grace_obj->level; i++) 1225 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1376 stats.maxgrace += 2;
1377 } 1226 }
1227
1378 /* No limit on grace vs maxgrace */ 1228 /* No limit on grace vs maxgrace */
1379 1229
1380 if (contr->braced) 1230 if (contr->braced)
1381 { 1231 {
1382 ac += 2; 1232 ac += 2;
1383 wc += 4; 1233 wc += 4;
1384 } 1234 }
1385 else 1235 else
1386 ac -= dex_bonus[stats.Dex]; 1236 ac -= dex_bonus[stats.Dex];
1387 1237
1388 /* In new exp/skills system, wc bonuses are related to 1238 /* In new exp/skills system, wc bonuses are related to
1389 * the players level in a relevant exp object (wc_obj) 1239 * the players level in a relevant exp object (wc_obj)
1390 * not the general player level -b.t. 1240 * not the general player level -b.t.
1391 * I changed this slightly so that wc bonuses are better 1241 * I changed this slightly so that wc bonuses are better
1392 * than before. This is to balance out the fact that 1242 * than before. This is to balance out the fact that
1393 * the player no longer gets a personal weapon w/ 1 1243 * the player no longer gets a personal weapon w/ 1
1394 * improvement every level, now its fighterlevel/5. So 1244 * improvement every level, now its fighterlevel/5. So
1395 * we give the player a bonus here in wc and dam 1245 * we give the player a bonus here in wc and dam
1396 * to make up for the change. Note that I left the 1246 * to make up for the change. Note that I left the
1397 * monster bonus the same as before. -b.t. 1247 * monster bonus the same as before. -b.t.
1398 */ 1248 */
1249 object *wc_obj = chosen_skill;
1399 1250
1400 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1251 if (contr && wc_obj && wc_obj->level > 1)
1401 { 1252 {
1402 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1253 wc -= wc_obj->level + thaco_bonus[stats.Str];
1403 1254
1404 for (i = 1; i < wc_obj->level; i++) 1255 for (int i = 1; i < wc_obj->level; i++)
1405 { 1256 {
1406 /* addtional wc every 6 levels */ 1257 /* additional wc every 6 levels */
1407 if (!(i % 6)) 1258 if (!(i % 6))
1408 wc--; 1259 wc--;
1409 1260
1410 /* addtional dam every 4 levels. */ 1261 /* additional dam every 4 levels. */
1411 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1262 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1412 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1263 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1413 } 1264 }
1414 } 1265 }
1415 else 1266 else
1422 1273
1423 speed = 1.f + speed_bonus[stats.Dex]; 1274 speed = 1.f + speed_bonus[stats.Dex];
1424 1275
1425 if (settings.search_items && contr->search_str[0]) 1276 if (settings.search_items && contr->search_str[0])
1426 speed -= 1; 1277 speed -= 1;
1427
1428 if (attacktype == 0)
1429 attacktype = arch->clone.attacktype;
1430
1431 } /* End if player */ 1278 } /* End if player */
1432 1279
1433 if (added_speed >= 0) 1280 if (added_speed >= 0)
1434 speed += added_speed / 10.f; 1281 speed += added_speed / 10.f;
1435 else /* Something wrong here...: */ 1282 else /* Something wrong here...: */
1436 speed /= 1.f - added_speed; 1283 speed /= 1.f - added_speed;
1437 1284
1438 /* Max is determined by armour */ 1285 /* Max is determined by armour */
1439 if (speed > max) 1286 speed = min (speed, max_speed);
1440 speed = max;
1441 1287
1442 if (type == PLAYER) 1288 if (type == PLAYER)
1443 { 1289 {
1444 /* f is a number the represents the number of kg above (positive num) 1290 /* f is a number the represents the number of kg above (positive num)
1445 * or below (negative number) that the player is carrying. If above 1291 * or below (negative number) that the player is carrying. If above
1446 * weight limit, then player suffers a speed reduction based on how 1292 * weight limit, then player suffers a speed reduction based on how
1447 * much above he is, and what is max carry is 1293 * much above he is, and what is max carry is
1448 */ 1294 */
1449 f = (carrying / 1000) - max_carry[stats.Str]; 1295 float f = (sint32)weight_to_kg_approx (carrying) - max_carry[stats.Str];
1450 if (f > 0) 1296 if (f > 0.f)
1451 speed = speed / (1.f + f / max_carry[stats.Str]); 1297 speed /= (1.f + f / max_carry[stats.Str]);
1452 } 1298 }
1453 1299
1454 speed += bonus_speed / 10.f; /* Not affected by limits */ 1300 speed += bonus_speed / 10.f; /* Not affected by limits */
1301 speed *= speed_reduce_from_disease;
1455 1302
1456 /* Put a lower limit on speed. Note with this speed, you move once every 1303 /* Put a lower limit on speed. Note with this speed, you move once every
1457 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1304 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1458 */ 1305 */
1459 speed = speed * speed_reduce_from_disease; 1306 max_it (speed, is_player () ? MIN_PLAYER_SPEED : MIN_ACTIVE_SPEED);
1460 1307
1461 if (speed < 0.01f && type == PLAYER) 1308 if (speed != old_speed)
1462 speed = 0.01f; 1309 set_speed (speed);
1463 1310
1464 if (type == PLAYER) 1311 if (type == PLAYER)
1465 { 1312 {
1466 /* (This formula was made by vidarl@ifi.uio.no) 1313 /* (This formula was made by vidarl@ifi.uio.no)
1467 * Note that we never used these values again - basically 1314 * Note that we never used these values again - basically
1469 * that would just be a real pain to read. 1316 * that would just be a real pain to read.
1470 */ 1317 */
1471 float M = (max_carry[stats.Str] - 121) / 121.f; 1318 float M = (max_carry[stats.Str] - 121) / 121.f;
1472 float M2 = max_carry[stats.Str] / 100.f; 1319 float M2 = max_carry[stats.Str] / 100.f;
1473 float W = weapon_weight / 20000.f; 1320 float W = weapon_weight / 20000.f;
1474 float s = 2 - weapon_speed / 10.f; 1321 float s = (20 - weapon_speed) / 10.f;
1475 float D = (stats.Dex - 14) / 14.f; 1322 float D = (stats.Dex - 14) / 14.f;
1476 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1323 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1477 1324
1478 K *= (4 + level) *1.2f / (6 + level); 1325 K *= (4 + level) * 1.2f / (6 + level);
1479 1326
1480 if (K <= 0.f) 1327 if (K <= 0.01f)
1481 K = 0.01f; 1328 K = 0.01f;
1482 1329
1483 float S = speed / (K * s); 1330 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1484
1485 contr->weapon_sp = S;
1486 } 1331 }
1487 1332
1488 /* I want to limit the power of small monsters with big weapons: */ 1333 /* I want to limit the power of small monsters with big weapons: */
1489 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1334 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1490 stats.dam = arch->clone.stats.dam * 3; 1335 stats.dam = arch->stats.dam * 3;
1491 1336
1492 /* Prevent overflows of wc - best you can get is ABS(120) - this 1337 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1493 * should be more than enough - remember, AC is also in 8 bits, 1338 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1494 * so its value is the same.
1495 */
1496 if (wc > 120)
1497 wc = 120;
1498 else if (wc < -120)
1499 wc = -120;
1500
1501 stats.wc = wc;
1502
1503 if (ac > 120)
1504 ac = 120;
1505 else if (ac < -120)
1506 ac = -120;
1507
1508 stats.ac = ac;
1509 1339
1510 /* if for some reason the creature doesn't have any move type, 1340 /* if for some reason the creature doesn't have any move type,
1511 * give them walking as a default. 1341 * give them walking as a default.
1512 * The second case is a special case - to more closely mimic the 1342 * The second case is a special case - to more closely mimic the
1513 * old behaviour - if your flying, your not walking - just 1343 * old behaviour - if your flying, your not walking - just
1516 if (move_type == 0) 1346 if (move_type == 0)
1517 move_type = MOVE_WALK; 1347 move_type = MOVE_WALK;
1518 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1348 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1519 move_type &= ~MOVE_WALK; 1349 move_type &= ~MOVE_WALK;
1520 1350
1521 if (speed != old_speed) 1351 // now apply the new move_type
1522 set_speed (speed); 1352 if (this->move_type != move_type)
1353 change_move_type (move_type);
1523 1354
1524 /* It is quite possible that a player's spell costing might have changed, 1355 /* It is quite possible that a player's spell costing might have changed,
1525 * so we will check that now. 1356 * so we will check that now.
1526 */ 1357 */
1527 if (type == PLAYER) 1358 if (is_player ())
1528 { 1359 contr->update_spells ();
1529 esrv_update_stats (contr);
1530 esrv_update_spells (contr);
1531 }
1532 1360
1533 // update the mapspace, if we are on a map 1361 // update the mapspace, if we are on a map
1534 if (!flag [FLAG_REMOVED] && map) 1362 if (!flag [FLAG_REMOVED] && map)
1535 map->at (x, y).flags_ = 0; 1363 map->at (x, y).flags_ = 0;
1536} 1364}
1537 1365
1538/* 1366void
1539 * Returns true if the given player is a legal class. 1367object::set_glow_radius (sint8 rad)
1540 * The function to add and remove class-bonuses to the stats doesn't
1541 * check if the stat becomes negative, thus this function
1542 * merely checks that all stats are 1 or more, and returns
1543 * false otherwise.
1544 */
1545int
1546allowed_class (const object *op)
1547{ 1368{
1548 return op->stats.Dex > 0 1369 glow_radius = rad;
1549 && op->stats.Str > 0 1370
1550 && op->stats.Con > 0 1371 if (is_on_map ())
1551 && op->stats.Int > 0 1372 update_all_los (map, x, y);
1552 && op->stats.Wis > 0 1373 else if (object *env = outer_env ())
1553 && op->stats.Pow > 0 1374 {
1554 && op->stats.Cha > 0; 1375 env->update_stats ();
1376
1377 if (env->is_on_map ())
1378 update_all_los (env->map, env->x, env->y);
1379 }
1555} 1380}
1556 1381
1557/* 1382/*
1558 * set the new dragon name after gaining levels or 1383 * set the new dragon name after gaining levels or
1559 * changing ability focus (later this can be extended to 1384 * changing ability focus (later this can be extended to
1560 * eventually change the player's face and animation) 1385 * eventually change the player's face and animation)
1561 *
1562 * Note that the title is written to 'own_title' in the
1563 * player struct. This should be changed to 'ext_title'
1564 * as soon as clients support this!
1565 * Please, anyone, write support for 'ext_title'.
1566 */ 1386 */
1567void 1387void
1568set_dragon_name (object *pl, const object *abil, const object *skin) 1388set_dragon_name (object *pl, const object *abil, const object *skin)
1569{ 1389{
1570 int atnr = -1; /* attacknumber of highest level */ 1390 int atnr = -1; /* attacknumber of highest level */
1588 /* now if there are equals at highest level, pick the one with focus, 1408 /* now if there are equals at highest level, pick the one with focus,
1589 or else at random */ 1409 or else at random */
1590 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1410 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1591 atnr = abil->stats.exp; 1411 atnr = abil->stats.exp;
1592 1412
1593 level = (int) (level / 5.);
1594
1595 /* now set the new title */ 1413 /* now set the new title */
1596 if (pl->contr != NULL)
1597 {
1598 if (level == 0)
1599 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1414 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1600 else if (level == 1)
1601 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1415 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1602 else if (level == 2)
1603 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1416 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1604 else if (level == 3)
1605 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1417 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1606 else 1418 else
1607 { 1419 {
1608 /* special titles for extra high resistance! */ 1420 /* special titles for extra high resistance! */
1609 if (skin->resist[atnr] > 80)
1610 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1421 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1611 else if (skin->resist[atnr] > 50)
1612 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1422 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1613 else
1614 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1423 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1615 }
1616 } 1424 }
1617 1425
1618 strcpy (pl->contr->own_title, ""); 1426 strcpy (pl->contr->own_title, "");
1619} 1427}
1620 1428
1621/* 1429/*
1622 * This function is called when a dragon-player gains 1430 * This function is called when a dragon-player gains
1623 * an overall level. Here, the dragon might gain new abilities 1431 * an overall level. Here, the dragon might gain new abilities
1624 * or change the ability-focus. 1432 * or change the ability-focus.
1625 */ 1433 */
1626void 1434static void
1627dragon_level_gain (object *who) 1435dragon_level_gain (object *who)
1628{ 1436{
1629 object *abil = NULL; /* pointer to dragon ability force */ 1437 object *abil = NULL; /* pointer to dragon ability force */
1630 object *skin = NULL; /* pointer to dragon skin force */ 1438 object *skin = NULL; /* pointer to dragon skin force */
1631 object *tmp = NULL; /* tmp. object */ 1439 object *tmp = NULL; /* tmp. object */
1632 char buf[MAX_BUF]; /* tmp. string buffer */ 1440 char buf[MAX_BUF]; /* tmp. string buffer */
1633 1441
1634 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1442 /* now grab the 'dragon_ability'-forces from the player's inventory */
1635 shstr_cmp dragon_ability_force ("dragon_ability_force");
1636 shstr_cmp dragon_skin_force ("dragon_skin_force");
1637
1638 for (tmp = who->inv; tmp; tmp = tmp->below) 1443 for (tmp = who->inv; tmp; tmp = tmp->below)
1639 if (tmp->type == FORCE) 1444 if (tmp->type == FORCE)
1640 if (tmp->arch->name == dragon_ability_force) 1445 if (tmp->arch->archname == shstr_dragon_ability_force)
1641 abil = tmp; 1446 abil = tmp;
1642 else if (tmp->arch->name == dragon_skin_force) 1447 else if (tmp->arch->archname == shstr_dragon_skin_force)
1643 skin = tmp; 1448 skin = tmp;
1644 1449
1645 /* if the force is missing -> bail out */ 1450 /* if the force is missing -> bail out */
1646 if (abil == NULL) 1451 if (abil == NULL)
1647 return; 1452 return;
1648 1453
1649 /* The ability_force keeps track of maximum level ever achieved. 1454 /* The ability_force keeps track of maximum level ever achieved.
1650 * New abilties can only be gained by surpassing this max level 1455 * New abilties can only be gained by surpassing this max level
1651 */ 1456 */
1652 if (who->level > abil->level) 1457 if (who->level > abil->level)
1653 { 1458 {
1654 /* increase our focused ability */ 1459 /* increase our focused ability */
1655 abil->resist[abil->stats.exp]++; 1460 abil->resist[abil->stats.exp]++;
1690 object *skill_obj; 1495 object *skill_obj;
1691 1496
1692 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1497 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1693 if (!skill_obj) 1498 if (!skill_obj)
1694 { 1499 {
1695 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1500 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1696 return NULL; 1501 return NULL;
1697 } 1502 }
1503
1698 /* clear the flag - exp goes into this bucket, but player 1504 /* clear the flag - exp goes into this bucket, but player
1699 * still doesn't know it. 1505 * still doesn't know it.
1700 */ 1506 */
1701 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1507 skill_obj->clr_flag (FLAG_CAN_USE_SKILL);
1702 skill_obj->stats.exp = 0; 1508 skill_obj->stats.exp = 0;
1703 skill_obj->level = 1; 1509 skill_obj->level = 1;
1704 insert_ob_in_ob (skill_obj, op); 1510 op->insert (skill_obj);
1705 1511
1706 if (op->contr) 1512 if (player *pl = op->contr)
1707 { 1513 pl->link_skills ();
1708 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1709 if (op->contr->ns)
1710 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1711 }
1712 1514
1713 return skill_obj; 1515 return skill_obj;
1714} 1516}
1715
1716 1517
1717/* player_lvl_adj() - for the new exp system. we are concerned with 1518/* player_lvl_adj() - for the new exp system. we are concerned with
1718 * whether the player gets more hp, sp and new levels. 1519 * whether the player gets more hp, sp and new levels.
1719 * Note this this function should only be called for players. Monstes 1520 * Note this this function should only be called for players. Monstes
1720 * don't really gain levels 1521 * don't really gain levels
1723 */ 1524 */
1724void 1525void
1725player_lvl_adj (object *who, object *op) 1526player_lvl_adj (object *who, object *op)
1726{ 1527{
1727 char buf[MAX_BUF]; 1528 char buf[MAX_BUF];
1529 bool changed = false;
1728 1530
1729 if (!op) /* when rolling stats */ 1531 if (!op) /* when rolling stats */
1730 op = who; 1532 op = who;
1731 1533
1732 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1534 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1733 { 1535 {
1536 changed = true;
1537
1734 op->level++; 1538 op->level++;
1735 1539
1736 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1540 if (op && op == who && op->stats.exp > 1 && who->is_dragon ())
1737 dragon_level_gain (who); 1541 dragon_level_gain (who);
1738 1542
1739 /* Only roll these if it is the player (who) that gained the level */ 1543 /* Only roll these if it is the player (who) that gained the level */
1740 if (op == who && (who->level < 11) && who->type == PLAYER) 1544 if (op == who && (who->level < 11) && who->type == PLAYER)
1741 { 1545 {
1742 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1546 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1743 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1547 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1744 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1548 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1745 } 1549 }
1746 1550
1747 who->update_stats ();
1748 if (op->level > 1) 1551 if (op->level > 1)
1749 { 1552 {
1750 if (op->type != PLAYER) 1553 if (op->type != PLAYER)
1554 {
1555 who->contr->play_sound (sound_find ("skill_up"));
1751 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1556 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1557 }
1752 else 1558 else
1559 {
1560 who->contr->play_sound (sound_find ("level_up"));
1753 sprintf (buf, "You are now level %d.", op->level); 1561 sprintf (buf, "You are now level %d.", op->level);
1562 }
1563
1754 if (who) 1564 if (who)
1755 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1565 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1756 } 1566 }
1757 player_lvl_adj (who, op); /* To increase more levels */
1758 } 1567 }
1568
1759 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1569 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1760 { 1570 {
1571 changed = true;
1572
1761 op->level--; 1573 op->level--;
1762 who->update_stats (); 1574
1763 if (op->type != PLAYER) 1575 if (op->type != PLAYER)
1764 { 1576 {
1765 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1577 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1766 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1578 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1767 } 1579 }
1768 player_lvl_adj (who, op); /* To decrease more levels */
1769 } 1580 }
1770 1581
1771 /* check if the spell data has changed */ 1582 if (changed)
1772 esrv_update_stats (who->contr); 1583 who->update_stats (); // should cause esrv_update_stats and esrv_update_spells
1773 esrv_update_spells (who->contr);
1774} 1584}
1775 1585
1776/* 1586/*
1777 * Returns how much experience is needed for a player to become 1587 * Returns how much experience is needed for a player to become
1778 * the given level. level should really never exceed max_level 1588 * the given level. level should really never exceed max_level
1779 */ 1589 */
1780 1590
1781sint64 1591sint64
1782level_exp (int level, double expmul) 1592level_exp (int level, double expmul)
1783{ 1593{
1784 if (level > settings.max_level) 1594 return expmul * level_to_min_exp (level);
1785 return (sint64) (expmul * levels[settings.max_level]);
1786
1787 return (sint64) (expmul * levels[level]);
1788} 1595}
1789 1596
1790/* 1597/*
1791 * Ensure that the permanent experience requirements in an exp object are met. 1598 * Ensure that the permanent experience requirements in an exp object are met.
1792 * This really just checks 'op to make sure the perm_exp value is within 1599 * This really just checks 'op to make sure the perm_exp value is within
1798calc_perm_exp (object *op) 1605calc_perm_exp (object *op)
1799{ 1606{
1800 int p_exp_min; 1607 int p_exp_min;
1801 1608
1802 /* Ensure that our permanent experience minimum is met. 1609 /* Ensure that our permanent experience minimum is met.
1803 * permenent_exp_ratio is an integer percentage, we divide by 100 1610 * permenent_exp_ratio is an integer percentage, we divide by 100
1804 * to get the fraction */ 1611 * to get the fraction */
1805 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100); 1612 p_exp_min = (int) (settings.permanent_exp_ratio * (float) (op->stats.exp) / 100);
1806 1613
1807 if (op->perm_exp < p_exp_min) 1614 if (op->perm_exp < p_exp_min)
1808 op->perm_exp = p_exp_min; 1615 op->perm_exp = p_exp_min;
1820 * NULL, in which case exp increases the players general 1627 * NULL, in which case exp increases the players general
1821 * total, but not any particular skill. 1628 * total, but not any particular skill.
1822 * flag is what to do if the player doesn't have the skill: 1629 * flag is what to do if the player doesn't have the skill:
1823 */ 1630 */
1824static void 1631static void
1825add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1632add_player_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1826{ 1633{
1827 object *skill_obj = NULL; 1634 object *skill_obj;
1828 sint64 limit, exp_to_add; 1635 sint64 limit, exp_to_add;
1829 int i;
1830 1636
1831 /* prevents some forms of abuse. */ 1637 /* prevents some forms of abuse. */
1832 if (op->contr->braced) 1638 if (op->contr->braced)
1833 exp /= 5; 1639 exp /= 5;
1834 1640
1835 /* Try to find the matching skill. 1641 /* Try to find the matching skill.
1836 * We do a shortcut/time saving mechanism first - see if it matches 1642 * We do a shortcut/time saving mechanism first - see if it matches
1837 * chosen_skill. This means we don't need to search through 1643 * chosen_skill. This means we don't need to search through
1838 * the players inventory. 1644 * the players inventory.
1839 */ 1645 */
1646 skill_obj = 0;
1647
1840 if (skill_name) 1648 if (skill_name)
1841 { 1649 {
1842 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1650 skill_obj = op->contr->find_skill (skill_name);
1843 skill_obj = op->chosen_skill;
1844 else
1845 {
1846 for (i = 0; i < NUM_SKILLS; i++)
1847 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1848 {
1849 skill_obj = op->contr->last_skill_ob[i];
1850 break;
1851 }
1852 1651
1853 /* Player doesn't have the skill. Check to see what to do, and give 1652 /* Player doesn't have the skill. Check to see what to do, and give
1854 * it to the player if necessary 1653 * it to the player if necessary
1855 */ 1654 */
1856 if (!skill_obj) 1655 if (!skill_obj)
1857 { 1656 {
1858 if (flag == SK_EXP_NONE) 1657 if (flag == SK_EXP_NONE)
1859 return; 1658 return;
1659
1860 else if (flag == SK_EXP_ADD_SKILL) 1660 if (flag == SK_EXP_ADD_SKILL)
1861 give_skill_by_name (op, skill_name); 1661 skill_obj = give_skill_by_name (op, skill_name);
1862 }
1863 } 1662 }
1864 } 1663 }
1865 1664
1866 if (flag != SK_EXP_SKILL_ONLY) 1665 if (flag != SK_EXP_SKILL_ONLY)
1867 { 1666 {
1868 /* Basically, you can never gain more experience in one shot 1667 /* Basically, you can never gain more experience in one shot
1869 * than half what you need to gain for next level. 1668 * than half what you need to gain for next level.
1870 */ 1669 */
1871 exp_to_add = exp; 1670 exp_to_add = exp;
1872 limit = (levels[op->level + 1] - levels[op->level]) / 2; 1671 limit = (levels [op->level + 1] - levels [op->level]) / 2;
1873 if (exp_to_add > limit) 1672 if (exp_to_add > limit)
1874 exp_to_add = limit; 1673 exp_to_add = limit;
1875 1674
1876 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1))); 1675 ADD_EXP (op->stats.exp, (sint64) ((float) exp_to_add * (skill_obj ? skill_obj->expmul : 1)));
1877 if (settings.permanent_exp_ratio) 1676 if (settings.permanent_exp_ratio)
1884 } 1683 }
1885 1684
1886 if (skill_obj) 1685 if (skill_obj)
1887 { 1686 {
1888 exp_to_add = exp; 1687 exp_to_add = exp;
1889 limit = (levels[skill_obj->level + 1] - levels[skill_obj->level]) / 2; 1688 limit = (levels [skill_obj->level + 1] - levels [skill_obj->level]) / 2;
1890 if (exp_to_add > limit) 1689 if (exp_to_add > limit)
1891 exp_to_add = limit; 1690 exp_to_add = limit;
1892 1691
1893 ADD_EXP (skill_obj->stats.exp, exp_to_add); 1692 ADD_EXP (skill_obj->stats.exp, exp_to_add);
1894 if (settings.permanent_exp_ratio) 1693 if (settings.permanent_exp_ratio)
1900 player_lvl_adj (op, skill_obj); 1699 player_lvl_adj (op, skill_obj);
1901 } 1700 }
1902} 1701}
1903 1702
1904/* This function checks to make sure that object 'op' can 1703/* This function checks to make sure that object 'op' can
1905 * lost 'exp' experience. It returns the amount of exp 1704 * lose 'exp' experience. It returns the amount of exp
1906 * object 'op' can in fact lose - it basically makes 1705 * object 'op' can in fact lose - it basically makes
1907 * adjustments based on permanent exp and the like. 1706 * adjustments based on permanent exp and the like.
1908 * This function should always be used for losing experience - 1707 * This function should always be used for losing experience -
1909 * the 'exp' value passed should be positive - this is the 1708 * the 'exp' value passed should be positive - this is the
1910 * amount that should get subtract from the player. 1709 * amount that should get subtract from the player.
1911 */ 1710 */
1912sint64 1711static sint64
1913check_exp_loss (const object *op, sint64 exp) 1712check_exp_loss (const object *op, sint64 exp)
1914{ 1713{
1915 sint64 del_exp; 1714 sint64 del_exp;
1916 1715
1917 if (exp > op->stats.exp) 1716 if (exp > op->stats.exp)
1918 exp = op->stats.exp; 1717 exp = op->stats.exp;
1718
1919 if (settings.permanent_exp_ratio) 1719 if (settings.permanent_exp_ratio)
1920 { 1720 {
1921 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1721 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1722
1922 if (del_exp < 0) 1723 if (del_exp < 0)
1923 del_exp = 0; 1724 del_exp = 0;
1725
1924 if (exp > del_exp) 1726 if (exp > del_exp)
1925 exp = del_exp; 1727 exp = del_exp;
1926 } 1728 }
1729
1927 return exp; 1730 return exp;
1928} 1731}
1929 1732
1930sint64 1733sint64
1931check_exp_adjust (const object *op, sint64 exp) 1734check_exp_adjust (const object *op, sint64 exp)
1932{ 1735{
1933 if (exp < 0) 1736 if (exp < 0)
1934 return check_exp_loss (op, exp); 1737 return check_exp_loss (op, exp);
1935 else 1738 else
1936 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1739 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1937} 1740}
1938
1939 1741
1940/* Subtracts experience from player. 1742/* Subtracts experience from player.
1941 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1743 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1942 * only subtract from the matching skill. Otherwise, 1744 * only subtract from the matching skill. Otherwise,
1943 * this subtracts a portion from all 1745 * this subtracts a portion from all
1948 * where everything is at the minimum perm exp, he would lose nothing. 1750 * where everything is at the minimum perm exp, he would lose nothing.
1949 * exp is the amount of exp to subtract - thus, it should be 1751 * exp is the amount of exp to subtract - thus, it should be
1950 * a postive number. 1752 * a postive number.
1951 */ 1753 */
1952static void 1754static void
1953subtract_player_exp (object *op, sint64 exp, const char *skill, int flag) 1755subtract_player_exp (object *op, sint64 exp, shstr_tmp skill, int flag)
1954{ 1756{
1955 float fraction = (float) exp / (float) op->stats.exp; 1757 float fraction = (float) exp / (float) op->stats.exp;
1956 object *tmp; 1758 object *tmp;
1957 sint64 del_exp; 1759 sint64 del_exp;
1958 1760
1959 for (tmp = op->inv; tmp; tmp = tmp->below) 1761 for (tmp = op->inv; tmp; tmp = tmp->below)
1960 if (tmp->type == SKILL && tmp->stats.exp) 1762 if (tmp->type == SKILL && tmp->stats.exp)
1961 { 1763 {
1962 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1764 if (flag == SK_SUBTRACT_SKILL_EXP && skill && tmp->skill == skill)
1963 { 1765 {
1964 del_exp = check_exp_loss (tmp, exp); 1766 del_exp = check_exp_loss (tmp, exp);
1965 tmp->stats.exp -= del_exp; 1767 tmp->stats.exp -= del_exp;
1966 player_lvl_adj (op, tmp); 1768 player_lvl_adj (op, tmp);
1967 } 1769 }
1968 else if (flag != SK_SUBTRACT_SKILL_EXP) 1770 else if (flag != SK_SUBTRACT_SKILL_EXP)
1969 { 1771 {
1970 /* only want to process other skills if we are not trying 1772 /* only want to process other skills if we are not trying
1971 * to match a specific skill. 1773 * to match a specific skill.
1972 */ 1774 */
1973 del_exp = check_exp_loss (tmp, (sint64) (tmp->stats.exp * fraction)); 1775 del_exp = check_exp_loss (tmp, tmp->stats.exp * fraction);
1974 tmp->stats.exp -= del_exp; 1776 tmp->stats.exp -= del_exp;
1975 player_lvl_adj (op, tmp); 1777 player_lvl_adj (op, tmp);
1976 } 1778 }
1977 } 1779 }
1978 1780
1992 * skill_name is the skill that should get the exp added. 1794 * skill_name is the skill that should get the exp added.
1993 * flag is what to do if player doesn't have the skill. 1795 * flag is what to do if player doesn't have the skill.
1994 * these last two values are only used for players. 1796 * these last two values are only used for players.
1995 */ 1797 */
1996void 1798void
1997change_exp (object *op, sint64 exp, const char *skill_name, int flag) 1799change_exp (object *op, sint64 exp, shstr_tmp skill_name, int flag)
1998{ 1800{
1999#ifdef EXP_DEBUG 1801#ifdef EXP_DEBUG
2000 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp); 1802 LOG (llevDebug, "change_exp() called for %s, exp = %" PRId64 "\n", query_name (op), exp);
2001#endif 1803#endif
2002 1804
2011 * won't do anything if the value is 0 anyways. 1813 * won't do anything if the value is 0 anyways.
2012 */ 1814 */
2013 if (exp == 0) 1815 if (exp == 0)
2014 return; 1816 return;
2015 1817
2016 /* Monsters are easy - we just adjust their exp - we 1818 /* Monsters are easy - we just adjust their exp - we
2017 * don't adjust level, since in most cases it is unrelated to 1819 * don't adjust level, since in most cases it is unrelated to
2018 * the exp they have - the monsters exp represents what its 1820 * the exp they have - the monsters exp represents what its
2019 * worth. 1821 * worth.
2020 */ 1822 */
2021 if (op->type != PLAYER) 1823 if (op->type != PLAYER)
2022 { 1824 {
2023 /* Sanity check */ 1825 /* Sanity check */
2024 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1826 if (!op->flag [FLAG_ALIVE])
2025 return; 1827 return;
2026 1828
2027 /* reset exp to max allowed value. We subtract from 1829 /* reset exp to max allowed value. We subtract from
2028 * MAX_EXPERIENCE to prevent overflows. If the player somehow has 1830 * MAX_EXPERIENCE to prevent overflows. If the player somehow has
2029 * more than max exp, just return. 1831 * more than max exp, just return.
2048 */ 1850 */
2049 subtract_player_exp (op, abs (exp), skill_name, flag); 1851 subtract_player_exp (op, abs (exp), skill_name, flag);
2050 } 1852 }
2051} 1853}
2052 1854
2053/* Applies a death penalty experience, the size of this is defined by the 1855/* Applies a death penalty experience, the size of this is defined by the
2054 * settings death_penalty_percentage and death_penalty_levels, and by the 1856 * settings death_penalty_percentage and death_penalty_levels, and by the
2055 * amount of permenent experience, whichever gives the lowest loss. 1857 * amount of permenent experience, whichever gives the lowest loss.
2056 */ 1858 */
2057void 1859void
2058apply_death_exp_penalty (object *op) 1860apply_death_exp_penalty (object *op)
2059{ 1861{
2060 object *tmp;
2061 sint64 loss; 1862 sint64 loss;
2062 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1863 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2063 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1864 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2064 1865
2065 for (tmp = op->inv; tmp; tmp = tmp->below) 1866 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 if (tmp->type == SKILL && tmp->stats.exp) 1867 if (tmp->type == SKILL && tmp->stats.exp)
2067 { 1868 {
2068
2069 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1869 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2070 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1870 level_loss = tmp->stats.exp - levels [max (0, tmp->level - settings.death_penalty_level)];
2071 1871
2072 /* With the revised exp system, you can get cases where 1872 /* With the revised exp system, you can get cases where
2073 * losing several levels would still require that you have more 1873 * losing several levels would still require that you have more
2074 * exp than you currently have - this is true if the levels 1874 * exp than you currently have - this is true if the levels
2075 * tables is a lot harder. 1875 * tables is a lot harder.
2076 */ 1876 */
2077 if (level_loss < 0) 1877 if (level_loss < 0)
2078 level_loss = 0; 1878 level_loss = 0;
2079 1879
2080 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1880 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2081 1881
2082 tmp->stats.exp -= loss; 1882 tmp->stats.exp -= loss;
2083 player_lvl_adj (op, tmp); 1883 player_lvl_adj (op, tmp);
2084 } 1884 }
2085 1885
2086 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1886 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2087 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1887 level_loss = op->stats.exp - levels [max (0, op->level - settings.death_penalty_level)];
1888
2088 if (level_loss < 0) 1889 if (level_loss < 0)
2089 level_loss = 0; 1890 level_loss = 0;
1891
2090 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1892 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2091 1893
2092 op->stats.exp -= loss; 1894 op->stats.exp -= loss;
2093 player_lvl_adj (op, NULL); 1895 player_lvl_adj (op, NULL);
2094} 1896}
2095 1897

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