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

Comparing deliantra/server/common/living.C (file contents):
Revision 1.48 by root, Fri May 11 19:41:05 2007 UTC vs.
Revision 1.95 by root, Wed Dec 31 17:35:37 2008 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 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25#include <global.h> 24#include <global.h>
26#include <funcpoint.h>
27 25
28/* Handy little macro that adds exp and keeps it within bounds. Since 26/* 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 27 * 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 28 * with exptotal wrapping. exptotal is typically op->exp, or op->perm_exp
31 */ 29 */
233const char *const short_stat_name[NUM_STATS] = { 231const char *const short_stat_name[NUM_STATS] = {
234 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha" 232 "Str", "Dex", "Con", "Int", "Wis", "Pow", "Cha"
235}; 233};
236 234
237/* 235/*
238 * sets Str/Dex/con/Wis/Cha/Int/Pow in stats to value, depending on
239 * what attr is (STR to POW).
240 */
241void
242set_attr_value (living *stats, int attr, sint8 value)
243{
244 switch (attr)
245 {
246 case STR:
247 stats->Str = value;
248 break;
249 case DEX:
250 stats->Dex = value;
251 break;
252 case CON:
253 stats->Con = value;
254 break;
255 case WIS:
256 stats->Wis = value;
257 break;
258 case POW:
259 stats->Pow = value;
260 break;
261 case CHA:
262 stats->Cha = value;
263 break;
264 case INT:
265 stats->Int = value;
266 break;
267 }
268}
269
270/*
271 * Like set_attr_value(), but instead the value (which can be negative) 236 * Like set_attr_value(), but instead the value (which can be negative)
272 * is added to the specified stat. 237 * is added to the specified stat.
273 */ 238 */
274void 239void
275change_attr_value (living *stats, int attr, sint8 value) 240change_attr_value (living *stats, int attr, sint8 value)
276{ 241{
277 if (value == 0) 242 stats->stat (attr) += value;
278 return;
279
280 switch (attr)
281 {
282 case STR:
283 stats->Str += value;
284 break;
285 case DEX:
286 stats->Dex += value;
287 break;
288 case CON:
289 stats->Con += value;
290 break;
291 case WIS:
292 stats->Wis += value;
293 break;
294 case POW:
295 stats->Pow += value;
296 break;
297 case CHA:
298 stats->Cha += value;
299 break;
300 case INT:
301 stats->Int += value;
302 break;
303 default:
304 LOG (llevError, "Invalid attribute in change_attr_value: %d\n", attr);
305 }
306}
307
308/*
309 * returns the specified stat. See also set_attr_value().
310 */
311
312sint8
313get_attr_value (const living *stats, int attr)
314{
315 switch (attr)
316 {
317 case STR: return stats->Str;
318 case DEX: return stats->Dex;
319 case CON: return stats->Con;
320 case WIS: return stats->Wis;
321 case CHA: return stats->Cha;
322 case INT: return stats->Int;
323 case POW: return stats->Pow;
324 }
325
326 return 0;
327} 243}
328 244
329/* 245/*
330 * Ensures that all stats (str/dex/con/wis/cha/int) are within the 246 * Ensures that all stats (str/dex/con/wis/cha/int) are within the
331 * 1-30 stat limit. 247 * 1-30 stat limit.
332 */ 248 */
333
334void 249void
335check_stat_bounds (living *stats) 250check_stat_bounds (living *stats)
336{ 251{
337 int i, v;
338
339 for (i = 0; i < NUM_STATS; i++) 252 for (int i = 0; i < NUM_STATS; i++)
340 if ((v = get_attr_value (stats, i)) > MAX_STAT) 253 {
341 set_attr_value (stats, i, MAX_STAT); 254 sint8 &v = stats->stat (i);
342 else if (v < MIN_STAT) 255 v = clamp (v, MIN_STAT, MAX_STAT);
343 set_attr_value (stats, i, MIN_STAT); 256 }
344} 257}
345 258
346#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc) 259#define ORIG_S(xyz,abc) (op->contr->orig_stats.abc)
347 260
348/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw, 261/* Rather than having a whole bunch of if (flag) new_draw.. else new_draw,
366 * that gives them that ability. 279 * that gives them that ability.
367 */ 280 */
368int 281int
369change_abil (object *op, object *tmp) 282change_abil (object *op, object *tmp)
370{ 283{
371 int flag = QUERY_FLAG (tmp, FLAG_APPLIED) ? 1 : -1, i, j, success = 0; 284 int flag = tmp->flag [FLAG_APPLIED] ? 1 : -1;
285 int success = 0;
372 char message[MAX_BUF]; 286 char message[MAX_BUF];
373 int potion_max = 0; 287 int potion_max = 0;
374 288
375 /* remember what object was like before it was changed. note that 289 // keep some stats for comparison purposes
376 * refop is a local copy of op only to be used for detecting changes 290 object::flags_t prev_flag = op->flag;
377 * found by update_stats. refop is not a real object 291 MoveType prev_move_type = op->move_type;
378 */ 292 sint16 prev_resist [NROFATTACKS]; // clumsy
379 object_copy refop = *op; 293 assert (sizeof (prev_resist) == sizeof (op->resist));
294 memcpy (prev_resist, op->resist, sizeof (prev_resist));
380 295
381 if (op->type == PLAYER) 296 if (op->type == PLAYER)
382 { 297 {
383 if (tmp->type == POTION) 298 if (tmp->type == POTION)
384 { 299 {
385 potion_max = 1; 300 potion_max = 1;
301
386 for (j = 0; j < NUM_STATS; j++) 302 for (int j = 0; j < NUM_STATS; j++)
387 { 303 {
388 int nstat, ostat; 304 int ostat = op->contr->orig_stats.stat (j);
389 305 int i = tmp->stats.stat (j);
390 ostat = get_attr_value (&(op->contr->orig_stats), j);
391 i = get_attr_value (&(tmp->stats), j);
392 306
393 /* nstat is what the stat will be after use of the potion */ 307 /* nstat is what the stat will be after use of the potion */
394 nstat = flag * i + ostat; 308 int nstat = flag * i + ostat;
395 309
396 /* Do some bounds checking. While I don't think any 310 /* Do some bounds checking. There is the potential for potions
397 * potions do so right now, there is the potential for potions
398 * that adjust that stat by more than one point, so we need 311 * that adjust that stat by more than one point, so we need
399 * to allow for that. 312 * to allow for that.
400 */ 313 */
401 if (nstat < 1 && i * flag < 0) 314 if (nstat < 1 && i * flag < 0)
402 nstat = 1; 315 nstat = 1;
403 else if (nstat > 20 + get_attr_value (&op->arch->clone.stats, j)) 316 else if (nstat > 20 + op->arch->stats.stat (j))
404 nstat = 20 + get_attr_value (&op->arch->clone.stats, j); 317 nstat = 20 + op->arch->stats.stat (j);
405 318
406 if (nstat != ostat) 319 if (nstat != ostat)
407 { 320 {
408 set_attr_value (&op->contr->orig_stats, j, nstat); 321 op->contr->orig_stats.stat (j) = nstat;
409 potion_max = 0; 322 potion_max = 0;
410 } 323 }
411 else if (i) 324 else if (i)
412 { 325 {
413 /* potion is useless - player has already hit the natural maximum */ 326 /* potion is useless - player has already hit the natural maximum */
417 330
418 /* This section of code ups the characters normal stats also. I am not 331 /* This section of code ups the characters normal stats also. I am not
419 * sure if this is strictly necessary, being that fix_player probably 332 * sure if this is strictly necessary, being that fix_player probably
420 * recalculates this anyway. 333 * recalculates this anyway.
421 */ 334 */
422 for (j = 0; j < NUM_STATS; j++) 335 for (int j = 0; j < NUM_STATS; j++)
423 change_attr_value (&op->stats, j, flag * get_attr_value (&tmp->stats, j)); 336 change_attr_value (&op->stats, j, flag * tmp->stats.stat (j));
424 337
425 check_stat_bounds (&op->stats); 338 check_stat_bounds (&op->stats);
426 } /* end of potion handling code */ 339 } /* end of potion handling code */
427 } 340 }
428 341
429 /* reset attributes that fix_player doesn't reset since it doesn't search 342 /* reset attributes that update_stats doesn't reset since it doesn't search
430 * everything to set 343 * everything to set
431 */ 344 */
432 if (flag == -1) 345 if (flag == -1)
433 { 346 {
434 op->attacktype &= ~tmp->attacktype; 347 op->attacktype &= ~tmp->attacktype;
440 */ 353 */
441 op->move_type &= ~tmp->move_type; 354 op->move_type &= ~tmp->move_type;
442 } 355 }
443 356
444 /* call fix_player since op object could have whatever attribute due 357 /* call fix_player since op object could have whatever attribute due
445 * to multiple items. if fix_player always has to be called after 358 * to multiple items. if update_stats always has to be called after
446 * change_ability then might as well call it from here 359 * change_ability then might as well call it from here
447 */ 360 */
448 op->update_stats (); 361 op->update_stats ();
449 362
450 /* Fix player won't add the bows ability to the player, so don't 363 /* update_stats won't add the bows ability to the player, so don't
451 * print out message if this is a bow. 364 * print out message if this is a bow.
452 */ 365 */
453 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW) 366 if (tmp->attacktype & AT_CONFUSION && tmp->type != BOW)
454 { 367 {
455 success = 1; 368 success = 1;
456 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red."); 369 DIFF_MSG (flag, "Your hands begin to glow red.", "Your hands stop glowing red.");
457 } 370 }
458 371
459 if (QUERY_FLAG (op, FLAG_LIFESAVE) != QUERY_FLAG (&refop, FLAG_LIFESAVE)) 372 if (op->flag [FLAG_LIFESAVE] != prev_flag [FLAG_LIFESAVE])
460 { 373 {
461 success = 1; 374 success = 1;
462 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore."); 375 DIFF_MSG (flag, "You feel very protected.", "You don't feel protected anymore.");
463 } 376 }
464 377
465 if (QUERY_FLAG (op, FLAG_REFL_MISSILE) != QUERY_FLAG (&refop, FLAG_REFL_MISSILE)) 378 if (op->flag [FLAG_REFL_MISSILE] != prev_flag [FLAG_REFL_MISSILE])
466 { 379 {
467 success = 1; 380 success = 1;
468 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away."); 381 DIFF_MSG (flag, "A magic force shimmers around you.", "The magic force fades away.");
469 } 382 }
470 383
471 if (QUERY_FLAG (op, FLAG_REFL_SPELL) != QUERY_FLAG (&refop, FLAG_REFL_SPELL)) 384 if (op->flag [FLAG_REFL_SPELL] != prev_flag [FLAG_REFL_SPELL])
472 { 385 {
473 success = 1; 386 success = 1;
474 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow."); 387 DIFF_MSG (flag, "You feel more safe now, somehow.", "Suddenly you feel less safe, somehow.");
475 } 388 }
476 389
478 * user has multiple items giving the same type appled like we 391 * user has multiple items giving the same type appled like we
479 * used to - that is more work than what we gain, plus messages 392 * used to - that is more work than what we gain, plus messages
480 * can be misleading (a little higher could be miscontrued from 393 * can be misleading (a little higher could be miscontrued from
481 * from fly high) 394 * from fly high)
482 */ 395 */
483 if (tmp->move_type && op->move_type != refop.move_type) 396 if (tmp->move_type && op->move_type != prev_move_type)
484 { 397 {
485 success = 1; 398 success = 1;
486 399
487 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low 400 /* MOVE_FLY_HIGH trumps MOVE_FLY_LOW - changing your move_fly_low
488 * status doesn't make a difference if you are flying high 401 * status doesn't make a difference if you are flying high
489 */ 402 */
490 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH)) 403 if (tmp->move_type & MOVE_FLY_LOW && !(op->move_type & MOVE_FLY_HIGH))
491 { 404 {
492 DIFF_MSG (flag, "You start to float in the air!.", "You float down to the ground."); 405 DIFF_MSG (flag, "You start to float in the air!", "You float down to the ground.");
493 } 406 }
494 407
495 if (tmp->move_type & MOVE_FLY_HIGH) 408 if (tmp->move_type & MOVE_FLY_HIGH)
496 { 409 {
497 /* double conditional - second case covers if you have move_fly_low - 410 /* double conditional - second case covers if you have move_fly_low -
498 * in that case, you don't actually land 411 * in that case, you don't actually land
499 */ 412 */
500 DIFF_MSG (flag, "You soar into the air air!.", 413 DIFF_MSG (flag, "You soar into the air!",
501 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground.")); 414 (op->move_type & MOVE_FLY_LOW ? "You fly lower in the air" : "You float down to the ground."));
502 } 415 }
503 416
504 if (tmp->move_type & MOVE_SWIM) 417 if (tmp->move_type & MOVE_SWIM)
505 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming"); 418 DIFF_MSG (flag, "You feel ready for a swim", "You no longer feel like swimming");
509 } 422 }
510 423
511 /* becoming UNDEAD... a special treatment for this flag. Only those not 424 /* becoming UNDEAD... a special treatment for this flag. Only those not
512 * originally undead may change their status 425 * originally undead may change their status
513 */ 426 */
514 if (!QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 427 if (!op->arch->flag [FLAG_UNDEAD])
515 if (QUERY_FLAG (op, FLAG_UNDEAD) != QUERY_FLAG (&refop, FLAG_UNDEAD)) 428 if (op->flag [FLAG_UNDEAD] != prev_flag [FLAG_UNDEAD])
516 { 429 {
517 success = 1; 430 success = 1;
518 if (flag > 0) 431 if (flag > 0)
519 { 432 {
520 op->race = "undead"; 433 op->race = "undead";
521 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!"); 434 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce drains away!");
522 } 435 }
523 else 436 else
524 { 437 {
525 op->race = op->arch->clone.race; 438 op->race = op->arch->race;
526 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!"); 439 new_draw_info (NDI_UNIQUE, 0, op, "Your lifeforce returns!");
527 } 440 }
528 } 441 }
529 442
530 if (QUERY_FLAG (op, FLAG_STEALTH) != QUERY_FLAG (&refop, FLAG_STEALTH)) 443 if (op->flag [FLAG_STEALTH] != prev_flag [FLAG_STEALTH])
531 { 444 {
532 success = 1; 445 success = 1;
533 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily."); 446 DIFF_MSG (flag, "You walk more quietly.", "You walk more noisily.");
534 } 447 }
535 448
536 if (QUERY_FLAG (op, FLAG_MAKE_INVIS) != QUERY_FLAG (&refop, FLAG_MAKE_INVIS)) 449 if (op->flag [FLAG_MAKE_INVIS] != prev_flag [FLAG_MAKE_INVIS])
537 { 450 {
538 success = 1; 451 success = 1;
539 DIFF_MSG (flag, "You become transparent.", "You can see yourself."); 452 DIFF_MSG (flag, "You become transparent.", "You can see yourself.");
540 } 453 }
541 454
542 /* blinded you can tell if more blinded since blinded player has minimal 455 /* blinded you can tell if more blinded since blinded player has minimal
543 * vision 456 * vision
544 */ 457 */
545 if (QUERY_FLAG (tmp, FLAG_BLIND)) 458 if (tmp->flag [FLAG_BLIND])
546 { 459 {
547 success = 1; 460 success = 1;
548 if (flag > 0) 461 if (flag > 0)
549 { 462 {
550 if (QUERY_FLAG (op, FLAG_WIZ)) 463 if (op->flag [FLAG_WIZ])
551 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded."); 464 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self is blinded.");
552 else 465 else
553 { 466 {
554 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded."); 467 new_draw_info (NDI_UNIQUE, 0, op, "You are blinded.");
555 SET_FLAG (op, FLAG_BLIND); 468 SET_FLAG (op, FLAG_BLIND);
557 op->contr->do_los = 1; 470 op->contr->do_los = 1;
558 } 471 }
559 } 472 }
560 else 473 else
561 { 474 {
562 if (QUERY_FLAG (op, FLAG_WIZ)) 475 if (op->flag [FLAG_WIZ])
563 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again."); 476 new_draw_info (NDI_UNIQUE, 0, op, "Your mortal self can now see again.");
564 else 477 else
565 { 478 {
566 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns."); 479 new_draw_info (NDI_UNIQUE, 0, op, "Your vision returns.");
567 CLEAR_FLAG (op, FLAG_BLIND); 480 CLEAR_FLAG (op, FLAG_BLIND);
569 op->contr->do_los = 1; 482 op->contr->do_los = 1;
570 } 483 }
571 } 484 }
572 } 485 }
573 486
574 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) != QUERY_FLAG (&refop, FLAG_SEE_IN_DARK)) 487 if (op->flag [FLAG_SEE_IN_DARK] != prev_flag [FLAG_SEE_IN_DARK])
575 { 488 {
576 success = 1; 489 success = 1;
577 if (op->type == PLAYER) 490 if (op->type == PLAYER)
578 op->contr->do_los = 1; 491 op->contr->do_los = 1;
579 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark."); 492 DIFF_MSG (flag, "Your vision is better in the dark.", "You see less well in the dark.");
580 } 493 }
581 494
582 if (QUERY_FLAG (op, FLAG_XRAYS) != QUERY_FLAG (&refop, FLAG_XRAYS)) 495 if (op->flag [FLAG_XRAYS] != prev_flag [FLAG_XRAYS])
583 { 496 {
584 success = 1; 497 success = 1;
585 if (flag > 0) 498 if (flag > 0)
586 { 499 {
587 if (QUERY_FLAG (op, FLAG_WIZ)) 500 if (op->flag [FLAG_WIZ])
588 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer."); 501 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a little clearer.");
589 else 502 else
590 { 503 {
591 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent."); 504 new_draw_info (NDI_UNIQUE, 0, op, "Everything becomes transparent.");
592 if (op->type == PLAYER) 505 if (op->type == PLAYER)
593 op->contr->do_los = 1; 506 op->contr->do_los = 1;
594 } 507 }
595 } 508 }
596 else 509 else
597 { 510 {
598 if (QUERY_FLAG (op, FLAG_WIZ)) 511 if (op->flag [FLAG_WIZ])
599 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus."); 512 new_draw_info (NDI_UNIQUE, 0, op, "Your vision becomes a bit out of focus.");
600 else 513 else
601 { 514 {
602 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid."); 515 new_draw_info (NDI_UNIQUE, 0, op, "Everything suddenly looks very solid.");
603 if (op->type == PLAYER) 516 if (op->type == PLAYER)
636 success = 1; 549 success = 1;
637 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up."); 550 DIFF_MSG (flag * tmp->stats.food, "You feel your digestion slowing down.", "You feel your digestion speeding up.");
638 } 551 }
639 552
640 /* Messages for changed resistance */ 553 /* Messages for changed resistance */
641 for (i = 0; i < NROFATTACKS; i++) 554 for (int i = 0; i < NROFATTACKS; i++)
642 { 555 {
643 if (i == ATNR_PHYSICAL) 556 if (i == ATNR_PHYSICAL)
644 continue; /* Don't display about armour */ 557 continue; /* Don't display about armour */
645 558
646 if (op->resist[i] != refop.resist[i]) 559 if (op->resist [i] != prev_resist [i])
647 { 560 {
648 success = 1; 561 success = 1;
562
649 if (op->resist[i] > refop.resist[i]) 563 if (op->resist [i] > prev_resist [i])
650 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]);
651 else 565 else
652 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]);
653 567
654 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message); 568 new_draw_info (NDI_UNIQUE | NDI_BLUE, 0, op, message);
655 } 569 }
656 } 570 }
657 571
658 if (!potion_max) 572 if (!potion_max)
659 {
660 for (j = 0; j < NUM_STATS; j++) 573 for (int j = 0; j < NUM_STATS; j++)
661 { 574 if (int i = tmp->stats.stat (j))
662 if ((i = get_attr_value (&(tmp->stats), j)) != 0)
663 { 575 {
664 success = 1; 576 success = 1;
665 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]); 577 DIFF_MSG (i * flag, gain_msg[j], lose_msg[j]);
666 } 578 }
667 }
668 }
669 579
670 return success; 580 return success;
671} 581}
672 582
673/* 583/*
770 * 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.
771 */ 681 */
772void 682void
773object::remove_statbonus () 683object::remove_statbonus ()
774{ 684{
775 stats.Str -= arch->clone.stats.Str; 685 for (int i = 0; i < NUM_STATS; ++i)
776 stats.Dex -= arch->clone.stats.Dex; 686 {
777 stats.Con -= arch->clone.stats.Con; 687 sint8 v = arch->stats.stat (i);
778 stats.Wis -= arch->clone.stats.Wis; 688 stats.stat (i) -= v;
779 stats.Pow -= arch->clone.stats.Pow; 689 contr->orig_stats.stat (i) -= v;
780 stats.Cha -= arch->clone.stats.Cha; 690 }
781 stats.Int -= arch->clone.stats.Int;
782
783 contr->orig_stats.Str -= arch->clone.stats.Str;
784 contr->orig_stats.Dex -= arch->clone.stats.Dex;
785 contr->orig_stats.Con -= arch->clone.stats.Con;
786 contr->orig_stats.Wis -= arch->clone.stats.Wis;
787 contr->orig_stats.Pow -= arch->clone.stats.Pow;
788 contr->orig_stats.Cha -= arch->clone.stats.Cha;
789 contr->orig_stats.Int -= arch->clone.stats.Int;
790} 691}
791 692
792/* 693/*
793 * 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.
794 */ 695 */
795void 696void
796object::add_statbonus () 697object::add_statbonus ()
797{ 698{
798 stats.Str += arch->clone.stats.Str; 699 for (int i = 0; i < NUM_STATS; ++i)
799 stats.Dex += arch->clone.stats.Dex; 700 {
800 stats.Con += arch->clone.stats.Con; 701 sint8 v = arch->stats.stat (i);
801 stats.Wis += arch->clone.stats.Wis; 702 stats.stat (i) += v;
802 stats.Pow += arch->clone.stats.Pow; 703 contr->orig_stats.stat (i) += v;
803 stats.Cha += arch->clone.stats.Cha; 704 }
804 stats.Int += arch->clone.stats.Int;
805
806 contr->orig_stats.Str += arch->clone.stats.Str;
807 contr->orig_stats.Dex += arch->clone.stats.Dex;
808 contr->orig_stats.Con += arch->clone.stats.Con;
809 contr->orig_stats.Wis += arch->clone.stats.Wis;
810 contr->orig_stats.Pow += arch->clone.stats.Pow;
811 contr->orig_stats.Cha += arch->clone.stats.Cha;
812 contr->orig_stats.Int += arch->clone.stats.Int;
813} 705}
706
707/* These are the items that currently can change digestion, regeneration,
708 * spell point recovery and mana point recovery. Seems sort of an arbitary
709 * list, but other items store other info into stats array.
710 */
711static struct digest_types : std::bitset<NUM_TYPES>
712{
713 digest_types ()
714 {
715 set (WEAPON);
716 set (BOW);
717 set (ARMOUR);
718 set (HELMET);
719 set (SHIELD);
720 set (RING);
721 set (BOOTS);
722 set (GLOVES);
723 set (AMULET);
724 set (GIRDLE);
725 set (BRACERS);
726 set (CLOAK);
727 set (DISEASE);
728 set (FORCE);
729 set (SKILL);
730 }
731} digest_types;
732
733static struct copy_flags : object::flags_t
734{
735 copy_flags ()
736 {
737 set (FLAG_LIFESAVE);
738 set (FLAG_REFL_SPELL);
739 set (FLAG_REFL_MISSILE);
740 set (FLAG_STEALTH);
741 set (FLAG_XRAYS);
742 set (FLAG_BLIND);
743 set (FLAG_SEE_IN_DARK);
744 }
745} copy_flags;
814 746
815/* 747/*
816 * Updates all abilities given by applied objects in the inventory 748 * Updates all abilities given by applied objects in the inventory
817 * of the given object. Note: This function works for both monsters 749 * of the given object. Note: This function works for both monsters
818 * and players; the "player" in the name is purely an archaic inheritance. 750 * and players; the "player" in the name is purely an archaic inheritance.
823 * spell system split, grace points now added to system --peterm 755 * spell system split, grace points now added to system --peterm
824 */ 756 */
825void 757void
826object::update_stats () 758object::update_stats ()
827{ 759{
828 int i, j;
829 float f, max = 9, added_speed = 0, bonus_speed = 0, sp_tmp, speed_reduce_from_disease = 1; 760 float f, max_speed = 9, added_speed = 0, bonus_speed = 0, speed_reduce_from_disease = 1;
830 int weapon_weight = 0, weapon_speed = 0; 761 int weapon_weight = 0, weapon_speed = 0;
831 int best_wc = 0, best_ac = 0, wc = 0, ac = 0; 762 int best_wc = 0, best_ac = 0, wc = 0, ac = 0;
832 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS]; 763 int prot[NROFATTACKS], vuln[NROFATTACKS], potion_resist[NROFATTACKS];
833 object *grace_obj = NULL, *mana_obj = NULL, *wc_obj = NULL, *tmp; 764 object *grace_obj = NULL, *mana_obj = NULL, *tmp;
834 float old_speed = speed; 765 float old_speed = speed;
766 int stat_sum [NUM_STATS];
835 767
836 /* First task is to clear all the values back to their original values */ 768 /* First task is to clear all the values back to their original values */
837 if (type == PLAYER) 769 if (type == PLAYER)
838 { 770 {
839 for (i = 0; i < NUM_STATS; i++) 771 for (int i = 0; i < NUM_STATS; i++)
840 set_attr_value (&(stats), i, get_attr_value (&(contr->orig_stats), i)); 772 stat_sum [i] = contr->orig_stats.stat (i);
841 773
842 if (settings.spell_encumbrance == TRUE) 774 if (settings.spell_encumbrance == TRUE)
843 contr->encumbrance = 0; 775 contr->encumbrance = 0;
844 776
845 attacktype = 0; 777 attacktype = 0;
865 797
866 CLEAR_FLAG (this, FLAG_LIFESAVE); 798 CLEAR_FLAG (this, FLAG_LIFESAVE);
867 CLEAR_FLAG (this, FLAG_STEALTH); 799 CLEAR_FLAG (this, FLAG_STEALTH);
868 CLEAR_FLAG (this, FLAG_BLIND); 800 CLEAR_FLAG (this, FLAG_BLIND);
869 801
870 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL); 802 if (!QUERY_FLAG (arch, FLAG_REFL_SPELL )) CLEAR_FLAG (this, FLAG_REFL_SPELL);
871 if (!QUERY_FLAG (&arch->clone, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE); 803 if (!QUERY_FLAG (arch, FLAG_REFL_MISSILE)) CLEAR_FLAG (this, FLAG_REFL_MISSILE);
872 if (!QUERY_FLAG (&arch->clone, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD); 804 if (!QUERY_FLAG (arch, FLAG_UNDEAD )) CLEAR_FLAG (this, FLAG_UNDEAD);
873 if (!QUERY_FLAG (&arch->clone, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK); 805 if (!QUERY_FLAG (arch, FLAG_SEE_IN_DARK )) CLEAR_FLAG (this, FLAG_SEE_IN_DARK);
874 806
875 path_attuned = arch->clone.path_attuned; 807 path_attuned = arch->path_attuned;
876 path_repelled = arch->clone.path_repelled; 808 path_repelled = arch->path_repelled;
877 path_denied = arch->clone.path_denied; 809 path_denied = arch->path_denied;
878 glow_radius = arch->clone.glow_radius; 810 glow_radius = arch->glow_radius;
879 move_type = arch->clone.move_type; 811 move_type = arch->move_type;
880 812
881 chosen_skill = 0; 813 chosen_skill = 0;
882 814
883 /* initializing resistances from the values in player/monster's 815 /* initializing resistances from the values in player/monster's
884 * archetype clone 816 * archetype clone
885 */ 817 */
886 memcpy (&resist, &arch->clone.resist, sizeof (resist)); 818 memcpy (&resist, &arch->resist, sizeof (resist));
887 819
888 for (i = 0; i < NROFATTACKS; i++) 820 for (int i = 0; i < NROFATTACKS; i++)
889 { 821 {
890 if (resist[i] > 0) 822 if (resist[i] > 0)
891 prot[i] = resist[i], vuln[i] = 0; 823 prot[i] = resist[i], vuln[i] = 0;
892 else 824 else
893 vuln[i] = -(resist[i]), prot[i] = 0; 825 vuln[i] = -(resist[i]), prot[i] = 0;
894 826
895 potion_resist[i] = 0; 827 potion_resist[i] = 0;
896 } 828 }
897 829
898 wc = arch->clone.stats.wc; 830 wc = arch->stats.wc;
899 stats.dam = arch->clone.stats.dam; 831 stats.dam = arch->stats.dam;
900 832
901 /* for players which cannot use armour, they gain AC -1 per 3 levels, 833 /* for players which cannot use armour, they gain AC -1 per 3 levels,
902 * plus a small amount of physical resist, those poor suckers. ;) 834 * plus a small amount of physical resist, those poor suckers. ;)
903 * the fact that maxlevel is factored in could be considered sort of bogus - 835 * the fact that maxlevel is factored in could be considered sort of bogus -
904 * we should probably give them some bonus and cap it off - otherwise, 836 * we should probably give them some bonus and cap it off - otherwise,
905 * basically, if a server updates its max level, these playes may find 837 * basically, if a server updates its max level, these playes may find
906 * that their protection from physical goes down 838 * that their protection from physical goes down
907 */ 839 */
908 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER) 840 if (!QUERY_FLAG (this, FLAG_USE_ARMOUR) && type == PLAYER)
909 { 841 {
910 ac = MAX (-10, arch->clone.stats.ac - level / 3); 842 ac = max (-10, arch->stats.ac - level / 3);
911 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100; 843 prot[ATNR_PHYSICAL] += ((100 - prot[AT_PHYSICAL]) * (80 * level / settings.max_level)) / 100;
912 } 844 }
913 else 845 else
914 ac = arch->clone.stats.ac; 846 ac = arch->stats.ac;
915 847
916 stats.luck = arch->clone.stats.luck; 848 stats.luck = arch->stats.luck;
917 speed = arch->clone.speed; 849 speed = arch->speed;
918 850
919 /* OK - we've reset most all the objects attributes to sane values. 851 /* OK - we've reset most all the objects attributes to sane values.
920 * now go through and make adjustments for what the player has equipped. 852 * now go through and make adjustments for what the player has equipped.
921 */ 853 */
922 for (tmp = inv; tmp; tmp = tmp->below) 854 for (tmp = inv; tmp; tmp = tmp->below)
923 { 855 {
924 /* See note in map.c:update_position about making this additive
925 * since light sources are never applied, need to put check here.
926 */
927 if (tmp->glow_radius > glow_radius)
928 glow_radius = tmp->glow_radius;
929
930 /* This happens because apply_potion calls change_abil with the potion 856 /* This happens because apply_potion calls change_abil with the potion
931 * applied so we can tell the player what changed. But change_abil 857 * applied so we can tell the player what changed. But change_abil
932 * then calls this function. 858 * then calls this function.
933 */ 859 */
934 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) 860 if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION)
935 continue; 861 continue;
936 862
863 glow_radius += tmp->glow_radius;
864
937 /* For some things, we don't care what is equipped */ 865 /* For some things, we don't care what is equipped */
938 if (tmp->type == SKILL) 866 if (tmp->type == SKILL)
939 { 867 {
940 /* Want to take the highest skill here. */ 868 /* Want to take the highest skill here. */
941 if (IS_MANA_SKILL (tmp->subtype)) 869 if (IS_MANA_SKILL (tmp->subtype))
953 else if (tmp->level > grace_obj->level) 881 else if (tmp->level > grace_obj->level)
954 grace_obj = tmp; 882 grace_obj = tmp;
955 } 883 }
956 } 884 }
957 885
958 /* Container objects are not meant to adjust a players, but other applied 886 /* Container objects are not meant to adjust players, but other applied
959 * objects need to make adjustments. 887 * objects need to make adjustments.
960 * This block should handle all player specific changes 888 * This block should handle all player specific changes
961 * The check for Praying is a bit of a hack - god given bonuses are put 889 * The check for Praying is a bit of a hack - god given bonuses are put
962 * in the praying skill, and the player should always get those. 890 * in the praying skill, and the player should always get those.
963 * It also means we need to put in additional checks for applied below, 891 * It also means we need to put in additional checks for applied below,
964 * because the skill shouldn't count against body positions being used 892 * because the skill shouldn't count against body positions being used
965 * up, etc. 893 * up, etc.
966 */ 894 */
967 if ((QUERY_FLAG (tmp, FLAG_APPLIED) 895 if ((tmp->flag [FLAG_APPLIED]
968 && tmp->type != CONTAINER 896 && tmp->type != CONTAINER
969 && tmp->type != CLOSE_CON) 897 && tmp->type != CLOSE_CON)
970 || (tmp->type == SKILL 898 || (tmp->type == SKILL
971 && tmp->subtype == SK_PRAYING)) 899 && tmp->subtype == SK_PRAYING))
972 { 900 {
973 if (type == PLAYER) 901 if (type == PLAYER)
974 { 902 {
975 if ((tmp->type == WEAPON || tmp->type == BOW) 903 contr->item_power += tmp->item_power;
904
905 if (tmp == contr->combat_ob || tmp == contr->ranged_ob)
976 && tmp != current_weapon) 906 if (tmp != current_weapon
907 && (tmp->type != SKILL || tmp->subtype != SK_PRAYING)
908 && !tmp->flag [FLAG_CURSED]
909 && !tmp->flag [FLAG_DAMNED])
977 continue; 910 continue;
978 911
979 for (i = 0; i < NUM_STATS; i++) 912 for (int i = 0; i < NUM_STATS; i++)
980 change_attr_value (&stats, i, get_attr_value (&tmp->stats, i)); 913 stat_sum [i] = stat_sum [i] + tmp->stats.stat (i);
981 914
982 /* these are the items that currently can change digestion, regeneration, 915 if (digest_types [tmp->type])
983 * spell point recovery and mana point recovery. Seems sort of an arbitary
984 * list, but other items store other info into stats array.
985 */
986 if ((tmp->type == WEAPON) || (tmp->type == BOW) ||
987 (tmp->type == ARMOUR) || (tmp->type == HELMET) ||
988 (tmp->type == SHIELD) || (tmp->type == RING) ||
989 (tmp->type == BOOTS) || (tmp->type == GLOVES) ||
990 (tmp->type == AMULET) || (tmp->type == GIRDLE) ||
991 (tmp->type == BRACERS) || (tmp->type == CLOAK) ||
992 (tmp->type == DISEASE) || (tmp->type == FORCE) ||
993 (tmp->type == SKILL))
994 { 916 {
995 contr->digestion += tmp->stats.food; 917 contr->digestion += tmp->stats.food;
996 contr->gen_hp += tmp->stats.hp; 918 contr->gen_hp += tmp->stats.hp;
919 if (tmp->type != BOW) // ugly exception for bows
997 contr->gen_sp += tmp->stats.sp; 920 contr->gen_sp += tmp->stats.sp;
998 contr->gen_grace += tmp->stats.grace; 921 contr->gen_grace += tmp->stats.grace;
999 contr->gen_sp_armour += tmp->gen_sp_armour; 922 contr->gen_sp_armour += tmp->gen_sp_armour;
1000 contr->item_power += tmp->item_power;
1001 } 923 }
1002 } /* if this is a player */ 924 } /* if this is a player */
1003 else 925 else
1004 { 926 {
1005 if (tmp->type == WEAPON) 927 if (tmp->type == WEAPON)
1006 current_weapon = tmp; 928 current_weapon = tmp;
1007 } 929 }
1008 930
1009 /* Update slots used for items */ 931 /* Update slots used for items */
1010 if (QUERY_FLAG (tmp, FLAG_APPLIED)) 932 if (QUERY_FLAG (tmp, FLAG_APPLIED))
1011 for (i = 0; i < NUM_BODY_LOCATIONS; i++) 933 for (int i = 0; i < NUM_BODY_LOCATIONS; i++)
1012 slot[i].used += tmp->slot[i].info; 934 slot[i].used += tmp->slot[i].info;
1013 935
1014 if (tmp->type == SYMPTOM) 936 if (tmp->type == SYMPTOM)
1015 {
1016 speed_reduce_from_disease = tmp->last_sp / 100.f;
1017
1018 if (speed_reduce_from_disease == 0)
1019 speed_reduce_from_disease = 1; 937 speed_reduce_from_disease =
1020 } 938 min (speed_reduce_from_disease, tmp->last_sp ? tmp->last_sp / 100.f : 1.f);
1021 939
1022 /* Pos. and neg. protections are counted seperate (-> pro/vuln). 940 /* Pos. and neg. protections are counted separate (-> pro/vuln).
1023 * (Negative protections are calculated exactly like positive.) 941 * (Negative protections are calculated exactly like positive.)
1024 * Resistance from potions are treated special as well. If there's 942 * Resistance from potions are treated special as well. If there's
1025 * more than one potion-effect, the bigger prot.-value is taken. 943 * more than one potion-effect, the bigger prot.-value is taken.
1026 */ 944 */
1027 if (tmp->type != POTION) 945 if (tmp->type != POTION)
1028 { 946 {
1029 for (i = 0; i < NROFATTACKS; i++) 947 for (int i = 0; i < NROFATTACKS; i++)
1030 { 948 {
1031 /* Potential for cursed potions, in which case we just can use 949 /* Potential for cursed potions, in which case we just can use
1032 * a straight MAX, as potion_resist is initialised to zero. 950 * a straight MAX, as potion_resist is initialised to zero.
1033 */ 951 */
1034 if (tmp->type == POTION_EFFECT) 952 if (tmp->type == POTION_EFFECT)
1035 { 953 {
1036 if (potion_resist[i]) 954 if (potion_resist[i])
1037 potion_resist[i] = MAX (potion_resist[i], tmp->resist[i]); 955 potion_resist[i] = max (potion_resist[i], tmp->resist[i]);
1038 else 956 else
1039 potion_resist[i] = tmp->resist[i]; 957 potion_resist[i] = tmp->resist[i];
1040 } 958 }
1041 else if (tmp->resist[i] > 0) 959 else if (tmp->resist[i] > 0)
1042 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100; 960 prot[i] += ((100 - prot[i]) * tmp->resist[i]) / 100;
1044 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100; 962 vuln[i] += ((100 - vuln[i]) * -tmp->resist[i]) / 100;
1045 } 963 }
1046 } 964 }
1047 965
1048 /* There may be other things that should not adjust the attacktype */ 966 /* There may be other things that should not adjust the attacktype */
1049 if ((tmp->type != WEAPON && tmp->type != BOW && tmp->type != SYMPTOM) 967 if (tmp->type != SYMPTOM)
1050 || current_weapon == tmp)
1051 { 968 {
1052 attacktype |= tmp->attacktype; 969 attacktype |= tmp->attacktype;
1053 path_attuned |= tmp->path_attuned; 970 path_attuned |= tmp->path_attuned;
1054 path_repelled |= tmp->path_repelled; 971 path_repelled |= tmp->path_repelled;
1055 path_denied |= tmp->path_denied; 972 path_denied |= tmp->path_denied;
1056 move_type |= tmp->move_type; 973 move_type |= tmp->move_type;
1057 stats.luck += tmp->stats.luck; 974 stats.luck += tmp->stats.luck;
1058 } 975 }
1059 976
1060 if (QUERY_FLAG (tmp, FLAG_LIFESAVE )) SET_FLAG (this, FLAG_LIFESAVE); 977 flag |= tmp->flag & copy_flags;
1061 if (QUERY_FLAG (tmp, FLAG_REFL_SPELL )) SET_FLAG (this, FLAG_REFL_SPELL);
1062 if (QUERY_FLAG (tmp, FLAG_REFL_MISSILE)) SET_FLAG (this, FLAG_REFL_MISSILE);
1063 if (QUERY_FLAG (tmp, FLAG_STEALTH )) SET_FLAG (this, FLAG_STEALTH);
1064 if (QUERY_FLAG (tmp, FLAG_XRAYS )) SET_FLAG (this, FLAG_XRAYS);
1065 if (QUERY_FLAG (tmp, FLAG_BLIND )) SET_FLAG (this, FLAG_BLIND);
1066 if (QUERY_FLAG (tmp, FLAG_SEE_IN_DARK )) SET_FLAG (this, FLAG_SEE_IN_DARK);
1067 978
1068 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (&arch->clone, FLAG_UNDEAD)) 979 if (QUERY_FLAG (tmp, FLAG_UNDEAD) && !QUERY_FLAG (arch, FLAG_UNDEAD))
1069 SET_FLAG (this, FLAG_UNDEAD); 980 SET_FLAG (this, FLAG_UNDEAD);
1070 981
1071 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS)) 982 if (QUERY_FLAG (tmp, FLAG_MAKE_INVIS))
1072 { 983 {
1073 SET_FLAG (this, FLAG_MAKE_INVIS); 984 SET_FLAG (this, FLAG_MAKE_INVIS);
1097#endif 1008#endif
1098 1009
1099 /* skills modifying the character -b.t. */ 1010 /* skills modifying the character -b.t. */
1100 /* for all skills and skill granting objects */ 1011 /* for all skills and skill granting objects */
1101 case SKILL: 1012 case SKILL:
1102 if (!QUERY_FLAG (tmp, FLAG_APPLIED)) 1013 {
1014 if (!QUERY_FLAG (tmp, FLAG_APPLIED) || skill_flags [tmp->subtype] & SF_APPLY)
1103 break; 1015 break;
1104 1016
1105 if (IS_COMBAT_SKILL (tmp->subtype))
1106 wc_obj = tmp;
1107
1108 if (chosen_skill) 1017 if (chosen_skill)
1018 {
1109 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name); 1019 LOG (llevDebug, "fix_player, op %s has multiple skills applied (%s and %s)\n",
1020 &name, &chosen_skill->name, &tmp->name);
1110 1021
1022 tmp->flag [FLAG_APPLIED] = false;
1023 update_stats ();
1024 return;
1025 }
1026 else
1111 chosen_skill = tmp; 1027 chosen_skill = tmp;
1112 1028
1113 if (tmp->stats.dam > 0) 1029 if (tmp->stats.dam > 0)
1114 { /* skill is a 'weapon' */ 1030 { /* skill is a 'weapon' */
1115 if (!QUERY_FLAG (this, FLAG_READY_WEAPON)) 1031 if (!QUERY_FLAG (this, FLAG_READY_WEAPON))
1116 weapon_speed = WEAPON_SPEED (tmp); 1032 weapon_speed = WEAPON_SPEED (tmp);
1117 1033
1118 if (weapon_speed < 0) 1034 if (weapon_speed < 0)
1119 weapon_speed = 0; 1035 weapon_speed = 0;
1120 1036
1121 weapon_weight = tmp->weight; 1037 weapon_weight = tmp->weight;
1122 stats.dam += tmp->stats.dam * (1 + (chosen_skill->level / 9)); 1038 stats.dam += 1 + chosen_skill->level * tmp->stats.dam / 9;
1123 1039
1124 if (tmp->magic) 1040 if (tmp->magic)
1125 stats.dam += tmp->magic; 1041 stats.dam += tmp->magic;
1126 } 1042 }
1127 1043
1128 if (tmp->stats.wc) 1044 if (tmp->stats.wc)
1129 wc -= tmp->stats.wc + tmp->magic; 1045 wc -= tmp->stats.wc + tmp->magic;
1130 1046
1131 if (tmp->slaying) 1047 if (tmp->slaying)
1132 slaying = tmp->slaying; 1048 slaying = tmp->slaying;
1133 1049
1134 if (tmp->stats.ac) 1050 if (tmp->stats.ac)
1135 ac -= tmp->stats.ac + tmp->magic; 1051 ac -= tmp->stats.ac + tmp->magic;
1136 1052
1137 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1053 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1138 contr->encumbrance += (int) 3 *tmp->weight / 1000; 1054 contr->encumbrance += (int) 3 *tmp->weight / 1000;
1139
1140 break; 1055 }
1141 1056
1142 case SKILL_TOOL:
1143 if (chosen_skill)
1144 LOG (llevDebug, "fix_player, op %s has multiple skills applied\n", &name);
1145
1146 chosen_skill = tmp;
1147 break; 1057 break;
1148 1058
1149 case SHIELD: 1059 case SHIELD:
1150 if (settings.spell_encumbrance == TRUE && type == PLAYER) 1060 if (settings.spell_encumbrance == TRUE && type == PLAYER)
1151 contr->encumbrance += (int) tmp->weight / 2000; 1061 contr->encumbrance += (int) tmp->weight / 2000;
1224 else /* To nullify the below effect */ 1134 else /* To nullify the below effect */
1225 ac += tmp->stats.ac + tmp->magic; 1135 ac += tmp->stats.ac + tmp->magic;
1226 } 1136 }
1227 1137
1228 if (tmp->stats.wc) 1138 if (tmp->stats.wc)
1229 wc -= (tmp->stats.wc + tmp->magic); 1139 wc -= tmp->stats.wc + tmp->magic;
1230 1140
1231 if (tmp->stats.ac) 1141 if (tmp->stats.ac)
1232 ac -= (tmp->stats.ac + tmp->magic); 1142 ac -= tmp->stats.ac + tmp->magic;
1233 1143
1234 if (ARMOUR_SPEED (tmp) && ARMOUR_SPEED (tmp) / 10.f < max) 1144 if (ARMOUR_SPEED (tmp))
1235 max = ARMOUR_SPEED (tmp) / 10.f; 1145 max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f);
1236 1146
1237 break; 1147 break;
1238 } /* switch tmp->type */ 1148 } /* switch tmp->type */
1239 } /* item is equipped */ 1149 } /* item is equipped */
1240 } /* for loop of items */ 1150 } /* for loop of items */
1151
1152 glow_radius = min (glow_radius, MAX_LIGHT_RADIUS);
1241 1153
1242 /* We've gone through all the objects the player has equipped. For many things, we 1154 /* We've gone through all the objects the player has equipped. For many things, we
1243 * have generated intermediate values which we now need to assign. 1155 * have generated intermediate values which we now need to assign.
1244 */ 1156 */
1245 1157
1247 * If there is an uncursed potion in effect, granting more protection 1159 * If there is an uncursed potion in effect, granting more protection
1248 * than that, we take: 'total resistance = resistance from potion'. 1160 * than that, we take: 'total resistance = resistance from potion'.
1249 * If there is a cursed (and no uncursed) potion in effect, we take 1161 * If there is a cursed (and no uncursed) potion in effect, we take
1250 * 'total resistance = vulnerability from cursed potion'. 1162 * 'total resistance = vulnerability from cursed potion'.
1251 */ 1163 */
1252 for (i = 0; i < NROFATTACKS; i++) 1164 for (int i = 0; i < NROFATTACKS; i++)
1253 { 1165 {
1254 resist[i] = prot[i] - vuln[i]; 1166 resist[i] = prot[i] - vuln[i];
1255 1167
1256 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0))) 1168 if (potion_resist[i] && ((potion_resist[i] > resist[i]) || (potion_resist[i] < 0)))
1257 resist[i] = potion_resist[i]; 1169 resist[i] = potion_resist[i];
1258 } 1170 }
1259 1171
1260 /* Figure out the players sp/mana/hp totals. */
1261 if (type == PLAYER) 1172 if (type == PLAYER)
1262 { 1173 {
1174 // clamp various player stats
1175 for (int i = 0; i < NUM_STATS; ++i)
1176 stats.stat (i) = clamp (stat_sum [i], MIN_STAT, MAX_STAT);
1177
1178 contr->digestion = clamp (contr->digestion, MIN_DIGESTION, MAX_DIGESTION);
1179
1180 /* Figure out the players sp/mana/hp totals. */
1263 int pl_level; 1181 int pl_level;
1264 1182
1265 check_stat_bounds (&(stats)); 1183 check_stat_bounds (&(stats));
1266 pl_level = level; 1184 pl_level = level;
1267 1185
1269 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */ 1187 pl_level = 1; /* safety, we should always get 1 levels worth of hp! */
1270 1188
1271 /* You basically get half a con bonus/level. But we do take into account rounding, 1189 /* You basically get half a con bonus/level. But we do take into account rounding,
1272 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels. 1190 * so if your bonus is 7, you still get 7 worth of bonus every 2 levels.
1273 */ 1191 */
1274 for (i = 1, stats.maxhp = 0; i <= pl_level && i <= 10; i++) 1192 stats.maxhp = 0;
1193 for (int i = 1; i <= min (10, pl_level); i++)
1275 { 1194 {
1276 j = contr->levhp[i] + con_bonus[stats.Con] / 2; 1195 int j = contr->levhp[i] + con_bonus[stats.Con] / 2;
1277 1196
1278 if (i % 2 && con_bonus[stats.Con] % 2) 1197 if (i % 2 && con_bonus[stats.Con] % 2)
1279 {
1280 if (con_bonus[stats.Con] > 0) 1198 if (con_bonus[stats.Con] > 0)
1281 j++; 1199 j++;
1282 else 1200 else
1283 j--; 1201 j--;
1284 }
1285 1202
1286 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */ 1203 stats.maxhp += j > 1 ? j : 1; /* always get at least 1 hp/level */
1287 } 1204 }
1288 1205
1289 for (i = 11; i <= level; i++) 1206 stats.maxhp += 2 * max (0, level - 10);
1290 stats.maxhp += 2;
1291 1207
1292 if (stats.hp > stats.maxhp) 1208 if (stats.hp > stats.maxhp)
1293 stats.hp = stats.maxhp; 1209 stats.hp = stats.maxhp;
1294 1210
1295 /* Sp gain is controlled by the level of the player's 1211 /* Sp gain is controlled by the level of the player's
1308 1224
1309 if (mana_obj == this && type == PLAYER) 1225 if (mana_obj == this && type == PLAYER)
1310 stats.maxsp = 1; 1226 stats.maxsp = 1;
1311 else 1227 else
1312 { 1228 {
1313 sp_tmp = 0.f; 1229 float sp_tmp = 0.f;
1314 1230
1315 for (i = 1; i <= mana_obj->level && i <= 10; i++) 1231 for (int i = 1; i <= min (10, mana_obj->level); i++)
1316 { 1232 {
1317 float stmp; 1233 float stmp;
1318 1234
1319 /* Got some extra bonus at first level */ 1235 /* Got some extra bonus at first level */
1320 if (i < 2) 1236 if (i < 2)
1321 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f; 1237 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 6.f;
1322 else 1238 else
1323 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f; 1239 stmp = contr->levsp[i] + (2.f * sp_bonus[stats.Pow] + sp_bonus[stats.Int]) / 12.f;
1324 1240
1325 if (stmp < 1.f)
1326 stmp = 1.f;
1327
1328 sp_tmp += stmp; 1241 sp_tmp += max (1.f, stmp);
1329 } 1242 }
1330 1243
1331 stats.maxsp = (sint16)sp_tmp; 1244 stats.maxsp = int (sp_tmp) + 2 * max (0, mana_obj->level - 10);
1332
1333 for (i = 11; i <= mana_obj->level; i++)
1334 stats.maxsp += 2;
1335 } 1245 }
1246
1336 /* Characters can get their sp supercharged via rune of transferrance */ 1247 /* Characters can get their sp supercharged via rune of transferrance */
1337 if (stats.sp > stats.maxsp * 2) 1248 stats.sp = min (stats.sp, stats.maxsp * 2);
1338 stats.sp = stats.maxsp * 2;
1339 1249
1340 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */ 1250 /* set maxgrace, notice 3-4 lines below it depends on both Wis and Pow */
1341 if (!grace_obj || !grace_obj->level || type != PLAYER) 1251 if (!grace_obj || !grace_obj->level || type != PLAYER)
1342 grace_obj = this; 1252 grace_obj = this;
1343 1253
1348 /* store grace in a float - this way, the divisions below don't create 1258 /* store grace in a float - this way, the divisions below don't create
1349 * big jumps when you go from level to level - with int's, it then 1259 * big jumps when you go from level to level - with int's, it then
1350 * becomes big jumps when the sums of the bonuses jump to the next 1260 * becomes big jumps when the sums of the bonuses jump to the next
1351 * step of 8 - with floats, even fractional ones are useful. 1261 * step of 8 - with floats, even fractional ones are useful.
1352 */ 1262 */
1353 sp_tmp = 0.f; 1263 float sp_tmp = 0.f;
1354 for (i = 1, stats.maxgrace = 0; i <= grace_obj->level && i <= 10; i++) 1264
1265 for (int i = 1; i <= min (10, grace_obj->level); i++)
1355 { 1266 {
1356 float grace_tmp = 0.f; 1267 float grace_tmp = 0.f;
1357 1268
1358 /* Got some extra bonus at first level */ 1269 /* Got some extra bonus at first level */
1359 if (i < 2) 1270 if (i < 2)
1360 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f; 1271 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 6.f;
1361 else 1272 else
1362 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f; 1273 grace_tmp = contr->levgrace[i] + (grace_bonus[stats.Pow] + 2.f * grace_bonus[stats.Wis]) / 12.f;
1363 1274
1364 if (grace_tmp < 1.f)
1365 grace_tmp = 1.f;
1366
1367 sp_tmp += grace_tmp; 1275 sp_tmp += max (1.f, grace_tmp);
1368 } 1276 }
1369 1277
1370 stats.maxgrace = (sint16)sp_tmp;
1371
1372 /* two grace points per level after 11 */ 1278 /* two grace points per level after 10 */
1373 for (i = 11; i <= grace_obj->level; i++) 1279 stats.maxgrace = int (sp_tmp) + 2 * max (0, grace_obj->level - 10);
1374 stats.maxgrace += 2;
1375 } 1280 }
1281
1376 /* No limit on grace vs maxgrace */ 1282 /* No limit on grace vs maxgrace */
1377 1283
1378 if (contr->braced) 1284 if (contr->braced)
1379 { 1285 {
1380 ac += 2; 1286 ac += 2;
1392 * improvement every level, now its fighterlevel/5. So 1298 * improvement every level, now its fighterlevel/5. So
1393 * we give the player a bonus here in wc and dam 1299 * we give the player a bonus here in wc and dam
1394 * to make up for the change. Note that I left the 1300 * to make up for the change. Note that I left the
1395 * monster bonus the same as before. -b.t. 1301 * monster bonus the same as before. -b.t.
1396 */ 1302 */
1303 object *wc_obj = chosen_skill;
1397 1304
1398 if (type == PLAYER && wc_obj && wc_obj->level > 1) 1305 if (contr && wc_obj && wc_obj->level > 1)
1399 { 1306 {
1400 wc -= wc_obj->level + thaco_bonus[stats.Str]; 1307 wc -= wc_obj->level + thaco_bonus[stats.Str];
1401 1308
1402 for (i = 1; i < wc_obj->level; i++) 1309 for (int i = 1; i < wc_obj->level; i++)
1403 { 1310 {
1404 /* addtional wc every 6 levels */ 1311 /* additional wc every 6 levels */
1405 if (!(i % 6)) 1312 if (!(i % 6))
1406 wc--; 1313 wc--;
1407 1314
1408 /* addtional dam every 4 levels. */ 1315 /* additional dam every 4 levels. */
1409 if (!(i % 4) && dam_bonus[stats.Str] >= 0) 1316 if (!(i % 4) && dam_bonus[stats.Str] >= 0)
1410 stats.dam += 1 + dam_bonus[stats.Str] / 5; 1317 stats.dam += 1 + dam_bonus[stats.Str] / 5;
1411 } 1318 }
1412 } 1319 }
1413 else 1320 else
1422 1329
1423 if (settings.search_items && contr->search_str[0]) 1330 if (settings.search_items && contr->search_str[0])
1424 speed -= 1; 1331 speed -= 1;
1425 1332
1426 if (attacktype == 0) 1333 if (attacktype == 0)
1427 attacktype = arch->clone.attacktype; 1334 attacktype = arch->attacktype;
1428
1429 } /* End if player */ 1335 } /* End if player */
1430 1336
1431 if (added_speed >= 0) 1337 if (added_speed >= 0)
1432 speed += added_speed / 10.f; 1338 speed += added_speed / 10.f;
1433 else /* Something wrong here...: */ 1339 else /* Something wrong here...: */
1434 speed /= 1.f - added_speed; 1340 speed /= 1.f - added_speed;
1435 1341
1436 /* Max is determined by armour */ 1342 /* Max is determined by armour */
1437 if (speed > max) 1343 speed = min (speed, max_speed);
1438 speed = max;
1439 1344
1440 if (type == PLAYER) 1345 if (type == PLAYER)
1441 { 1346 {
1442 /* f is a number the represents the number of kg above (positive num) 1347 /* f is a number the represents the number of kg above (positive num)
1443 * or below (negative number) that the player is carrying. If above 1348 * or below (negative number) that the player is carrying. If above
1444 * weight limit, then player suffers a speed reduction based on how 1349 * weight limit, then player suffers a speed reduction based on how
1445 * much above he is, and what is max carry is 1350 * much above he is, and what is max carry is
1446 */ 1351 */
1447 f = (carrying / 1000) - max_carry[stats.Str]; 1352 float f = (carrying / 1000) - max_carry[stats.Str];
1448 if (f > 0) 1353 if (f > 0.f)
1449 speed = speed / (1.f + f / max_carry[stats.Str]); 1354 speed = speed / (1.f + f / max_carry[stats.Str]);
1450 } 1355 }
1451 1356
1452 speed += bonus_speed / 10.f; /* Not affected by limits */ 1357 speed += bonus_speed / 10.f; /* Not affected by limits */
1358 speed *= speed_reduce_from_disease;
1453 1359
1454 /* Put a lower limit on speed. Note with this speed, you move once every 1360 /* Put a lower limit on speed. Note with this speed, you move once every
1455 * 100 ticks or so. This amounts to once every 12 seconds of realtime. 1361 * 25 ticks or so. This amounts to once every 3 seconds of realtime.
1456 */ 1362 */
1457 speed = speed * speed_reduce_from_disease;
1458
1459 if (speed < 0.01f && type == PLAYER) 1363 if (speed < 0.04f && type == PLAYER)
1460 speed = 0.01f; 1364 speed = 0.04f;
1365
1366 if (speed != old_speed)
1367 set_speed (speed);
1461 1368
1462 if (type == PLAYER) 1369 if (type == PLAYER)
1463 { 1370 {
1464 /* (This formula was made by vidarl@ifi.uio.no) 1371 /* (This formula was made by vidarl@ifi.uio.no)
1465 * Note that we never used these values again - basically 1372 * Note that we never used these values again - basically
1467 * that would just be a real pain to read. 1374 * that would just be a real pain to read.
1468 */ 1375 */
1469 float M = (max_carry[stats.Str] - 121) / 121.f; 1376 float M = (max_carry[stats.Str] - 121) / 121.f;
1470 float M2 = max_carry[stats.Str] / 100.f; 1377 float M2 = max_carry[stats.Str] / 100.f;
1471 float W = weapon_weight / 20000.f; 1378 float W = weapon_weight / 20000.f;
1472 float s = 2 - weapon_speed / 10.f; 1379 float s = (20 - weapon_speed) / 10.f;
1473 float D = (stats.Dex - 14) / 14.f; 1380 float D = (stats.Dex - 14) / 14.f;
1474 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f; 1381 float K = 1 + M / 3.f - W / (3 * M2) + speed / 5.f + D / 2.f;
1475 1382
1476 K *= (4 + level) *1.2f / (6 + level); 1383 K *= (4 + level) * 1.2f / (6 + level);
1477 1384
1478 if (K <= 0.f) 1385 if (K <= 0.01f)
1479 K = 0.01f; 1386 K = 0.01f;
1480 1387
1481 float S = speed / (K * s); 1388 contr->weapon_sp = K * s * .5f; //TODO: balance the .5
1482
1483 contr->weapon_sp = S;
1484 } 1389 }
1485 1390
1486 /* I want to limit the power of small monsters with big weapons: */ 1391 /* I want to limit the power of small monsters with big weapons: */
1487 if (type != PLAYER && arch && stats.dam > arch->clone.stats.dam * 3) 1392 if (type != PLAYER && arch && stats.dam > arch->stats.dam * 3)
1488 stats.dam = arch->clone.stats.dam * 3; 1393 stats.dam = arch->stats.dam * 3;
1489 1394
1490 /* Prevent overflows of wc - best you can get is ABS(120) - this 1395 stats.wc = clamp (wc, MIN_WC, MAX_WC);
1491 * should be more than enough - remember, AC is also in 8 bits, 1396 stats.ac = clamp (ac, MIN_AC, MAX_AC);
1492 * so its value is the same.
1493 */
1494 if (wc > 120)
1495 wc = 120;
1496 else if (wc < -120)
1497 wc = -120;
1498
1499 stats.wc = wc;
1500
1501 if (ac > 120)
1502 ac = 120;
1503 else if (ac < -120)
1504 ac = -120;
1505
1506 stats.ac = ac;
1507 1397
1508 /* if for some reason the creature doesn't have any move type, 1398 /* if for some reason the creature doesn't have any move type,
1509 * give them walking as a default. 1399 * give them walking as a default.
1510 * The second case is a special case - to more closely mimic the 1400 * The second case is a special case - to more closely mimic the
1511 * old behaviour - if your flying, your not walking - just 1401 * old behaviour - if your flying, your not walking - just
1514 if (move_type == 0) 1404 if (move_type == 0)
1515 move_type = MOVE_WALK; 1405 move_type = MOVE_WALK;
1516 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) 1406 else if (move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH))
1517 move_type &= ~MOVE_WALK; 1407 move_type &= ~MOVE_WALK;
1518 1408
1519 if (speed != old_speed)
1520 set_speed (speed);
1521
1522 /* It is quite possible that a player's spell costing might have changed, 1409 /* It is quite possible that a player's spell costing might have changed,
1523 * so we will check that now. 1410 * so we will check that now.
1524 */ 1411 */
1525 if (type == PLAYER) 1412 if (type == PLAYER)
1526 { 1413 {
1554 1441
1555/* 1442/*
1556 * set the new dragon name after gaining levels or 1443 * set the new dragon name after gaining levels or
1557 * changing ability focus (later this can be extended to 1444 * changing ability focus (later this can be extended to
1558 * eventually change the player's face and animation) 1445 * eventually change the player's face and animation)
1559 *
1560 * Note that the title is written to 'own_title' in the
1561 * player struct. This should be changed to 'ext_title'
1562 * as soon as clients support this!
1563 * Please, anyone, write support for 'ext_title'.
1564 */ 1446 */
1565void 1447void
1566set_dragon_name (object *pl, const object *abil, const object *skin) 1448set_dragon_name (object *pl, const object *abil, const object *skin)
1567{ 1449{
1568 int atnr = -1; /* attacknumber of highest level */ 1450 int atnr = -1; /* attacknumber of highest level */
1586 /* now if there are equals at highest level, pick the one with focus, 1468 /* now if there are equals at highest level, pick the one with focus,
1587 or else at random */ 1469 or else at random */
1588 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level) 1470 if (atnr_is_dragon_enabled (abil->stats.exp) && abil->resist[abil->stats.exp] >= level)
1589 atnr = abil->stats.exp; 1471 atnr = abil->stats.exp;
1590 1472
1591 level = (int) (level / 5.);
1592
1593 /* now set the new title */ 1473 /* now set the new title */
1594 if (pl->contr != NULL)
1595 {
1596 if (level == 0)
1597 sprintf (pl->contr->title, "%s hatchling", attacks[atnr]); 1474 if (level < 25) sprintf (pl->contr->title, "%s hatchling", attacks[atnr]);
1598 else if (level == 1)
1599 sprintf (pl->contr->title, "%s wyrm", attacks[atnr]); 1475 else if (level < 50) sprintf (pl->contr->title, "%s wyrm" , attacks[atnr]);
1600 else if (level == 2)
1601 sprintf (pl->contr->title, "%s wyvern", attacks[atnr]); 1476 else if (level < 75) sprintf (pl->contr->title, "%s wyvern" , attacks[atnr]);
1602 else if (level == 3)
1603 sprintf (pl->contr->title, "%s dragon", attacks[atnr]); 1477 else if (level < 100) sprintf (pl->contr->title, "%s dragon" , attacks[atnr]);
1604 else 1478 else
1605 { 1479 {
1606 /* special titles for extra high resistance! */ 1480 /* special titles for extra high resistance! */
1607 if (skin->resist[atnr] > 80)
1608 sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]); 1481 if (skin->resist[atnr] > 80) sprintf (pl->contr->title, "legendary %s dragon", attacks[atnr]);
1609 else if (skin->resist[atnr] > 50)
1610 sprintf (pl->contr->title, "ancient %s dragon", attacks[atnr]); 1482 else if (skin->resist[atnr] > 50) sprintf (pl->contr->title, "ancient %s dragon" , attacks[atnr]);
1611 else
1612 sprintf (pl->contr->title, "big %s dragon", attacks[atnr]); 1483 else sprintf (pl->contr->title, "big %s dragon" , attacks[atnr]);
1613 }
1614 } 1484 }
1615 1485
1616 strcpy (pl->contr->own_title, ""); 1486 strcpy (pl->contr->own_title, "");
1617} 1487}
1618 1488
1628 object *skin = NULL; /* pointer to dragon skin force */ 1498 object *skin = NULL; /* pointer to dragon skin force */
1629 object *tmp = NULL; /* tmp. object */ 1499 object *tmp = NULL; /* tmp. object */
1630 char buf[MAX_BUF]; /* tmp. string buffer */ 1500 char buf[MAX_BUF]; /* tmp. string buffer */
1631 1501
1632 /* now grab the 'dragon_ability'-forces from the player's inventory */ 1502 /* now grab the 'dragon_ability'-forces from the player's inventory */
1633 shstr_cmp dragon_ability_force ("dragon_ability_force");
1634 shstr_cmp dragon_skin_force ("dragon_skin_force");
1635
1636 for (tmp = who->inv; tmp; tmp = tmp->below) 1503 for (tmp = who->inv; tmp; tmp = tmp->below)
1637 if (tmp->type == FORCE) 1504 if (tmp->type == FORCE)
1638 if (tmp->arch->name == dragon_ability_force) 1505 if (tmp->arch->archname == shstr_dragon_ability_force)
1639 abil = tmp; 1506 abil = tmp;
1640 else if (tmp->arch->name == dragon_skin_force) 1507 else if (tmp->arch->archname == shstr_dragon_skin_force)
1641 skin = tmp; 1508 skin = tmp;
1642 1509
1643 /* if the force is missing -> bail out */ 1510 /* if the force is missing -> bail out */
1644 if (abil == NULL) 1511 if (abil == NULL)
1645 return; 1512 return;
1688 object *skill_obj; 1555 object *skill_obj;
1689 1556
1690 skill_obj = get_archetype_by_skill_name (skill_name, SKILL); 1557 skill_obj = get_archetype_by_skill_name (skill_name, SKILL);
1691 if (!skill_obj) 1558 if (!skill_obj)
1692 { 1559 {
1693 LOG (llevError, "add_player_exp: couldn't find skill %s\n", skill_name); 1560 LOG (llevError, "give_skill_by_name: couldn't find skill %s\n", skill_name);
1694 return NULL; 1561 return NULL;
1695 } 1562 }
1563
1696 /* clear the flag - exp goes into this bucket, but player 1564 /* clear the flag - exp goes into this bucket, but player
1697 * still doesn't know it. 1565 * still doesn't know it.
1698 */ 1566 */
1699 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL); 1567 CLEAR_FLAG (skill_obj, FLAG_CAN_USE_SKILL);
1700 skill_obj->stats.exp = 0; 1568 skill_obj->stats.exp = 0;
1701 skill_obj->level = 1; 1569 skill_obj->level = 1;
1702 insert_ob_in_ob (skill_obj, op); 1570 op->insert (skill_obj);
1703 1571
1704 if (op->contr) 1572 if (player *pl = op->contr)
1705 { 1573 pl->link_skills ();
1706 op->contr->last_skill_ob [skill_obj->subtype] = skill_obj;
1707 if (op->contr->ns)
1708 op->contr->ns->last_skill_exp[skill_obj->subtype] = -1;//TODO: should be made superfluous
1709 }
1710 1574
1711 return skill_obj; 1575 return skill_obj;
1712} 1576}
1713
1714 1577
1715/* player_lvl_adj() - for the new exp system. we are concerned with 1578/* player_lvl_adj() - for the new exp system. we are concerned with
1716 * whether the player gets more hp, sp and new levels. 1579 * whether the player gets more hp, sp and new levels.
1717 * Note this this function should only be called for players. Monstes 1580 * Note this this function should only be called for players. Monstes
1718 * don't really gain levels 1581 * don't really gain levels
1721 */ 1584 */
1722void 1585void
1723player_lvl_adj (object *who, object *op) 1586player_lvl_adj (object *who, object *op)
1724{ 1587{
1725 char buf[MAX_BUF]; 1588 char buf[MAX_BUF];
1589 bool changed = false;
1726 1590
1727 if (!op) /* when rolling stats */ 1591 if (!op) /* when rolling stats */
1728 op = who; 1592 op = who;
1729 1593
1730 if (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul)) 1594 while (op->level < settings.max_level && op->stats.exp >= level_exp (op->level + 1, who->expmul))
1731 { 1595 {
1596 changed = true;
1597
1732 op->level++; 1598 op->level++;
1733 1599
1734 if (op != NULL && op == who && op->stats.exp > 1 && is_dragon_pl (who)) 1600 if (op && op == who && op->stats.exp > 1 && is_dragon_pl (who))
1735 dragon_level_gain (who); 1601 dragon_level_gain (who);
1736 1602
1737 /* Only roll these if it is the player (who) that gained the level */ 1603 /* Only roll these if it is the player (who) that gained the level */
1738 if (op == who && (who->level < 11) && who->type == PLAYER) 1604 if (op == who && (who->level < 11) && who->type == PLAYER)
1739 { 1605 {
1740 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1; 1606 who->contr->levhp[who->level] = die_roll (2, 4, who, PREFER_HIGH) + 1;
1741 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH); 1607 who->contr->levsp[who->level] = die_roll (2, 3, who, PREFER_HIGH);
1742 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1; 1608 who->contr->levgrace[who->level] = die_roll (2, 2, who, PREFER_HIGH) - 1;
1743 } 1609 }
1744 1610
1745 who->update_stats ();
1746 if (op->level > 1) 1611 if (op->level > 1)
1747 { 1612 {
1748 if (op->type != PLAYER) 1613 if (op->type != PLAYER)
1614 {
1615 who->contr->play_sound (sound_find ("skill_up"));
1749 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1616 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1617 }
1750 else 1618 else
1619 {
1620 who->contr->play_sound (sound_find ("level_up"));
1751 sprintf (buf, "You are now level %d.", op->level); 1621 sprintf (buf, "You are now level %d.", op->level);
1622 }
1623
1752 if (who) 1624 if (who)
1753 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1625 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1754 } 1626 }
1755 player_lvl_adj (who, op); /* To increase more levels */
1756 } 1627 }
1628
1757 else if (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul)) 1629 while (op->level > 1 && op->stats.exp < level_exp (op->level, who->expmul))
1758 { 1630 {
1631 changed = true;
1632
1759 op->level--; 1633 op->level--;
1760 who->update_stats (); 1634
1761 if (op->type != PLAYER) 1635 if (op->type != PLAYER)
1762 { 1636 {
1763 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name); 1637 sprintf (buf, "You are now level %d in the %s skill.", op->level, &op->name);
1764 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf); 1638 new_draw_info (NDI_UNIQUE | NDI_RED, 0, who, buf);
1765 } 1639 }
1766 player_lvl_adj (who, op); /* To decrease more levels */ 1640 }
1641
1642 if (changed)
1767 } 1643 {
1768 1644 who->update_stats ();
1645 esrv_update_stats (who->contr);
1769 /* check if the spell data has changed */ 1646 /* check if the spell data has changed */
1770 esrv_update_stats (who->contr);
1771 esrv_update_spells (who->contr); 1647 esrv_update_spells (who->contr);
1648 }
1772} 1649}
1773 1650
1774/* 1651/*
1775 * Returns how much experience is needed for a player to become 1652 * Returns how much experience is needed for a player to become
1776 * the given level. level should really never exceed max_level 1653 * the given level. level should really never exceed max_level
1820 * flag is what to do if the player doesn't have the skill: 1697 * flag is what to do if the player doesn't have the skill:
1821 */ 1698 */
1822static void 1699static void
1823add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) 1700add_player_exp (object *op, sint64 exp, const char *skill_name, int flag)
1824{ 1701{
1825 object *skill_obj = NULL; 1702 object *skill_obj;
1826 sint64 limit, exp_to_add; 1703 sint64 limit, exp_to_add;
1827 int i; 1704 int i;
1828 1705
1829 /* prevents some forms of abuse. */ 1706 /* prevents some forms of abuse. */
1830 if (op->contr->braced) 1707 if (op->contr->braced)
1833 /* Try to find the matching skill. 1710 /* Try to find the matching skill.
1834 * We do a shortcut/time saving mechanism first - see if it matches 1711 * We do a shortcut/time saving mechanism first - see if it matches
1835 * chosen_skill. This means we don't need to search through 1712 * chosen_skill. This means we don't need to search through
1836 * the players inventory. 1713 * the players inventory.
1837 */ 1714 */
1715 skill_obj = 0;
1716
1838 if (skill_name) 1717 if (skill_name)
1839 { 1718 {
1840 if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) 1719 skill_obj = op->contr->find_skill (skill_name);
1841 skill_obj = op->chosen_skill;
1842 else
1843 {
1844 for (i = 0; i < NUM_SKILLS; i++)
1845 if (op->contr->last_skill_ob[i] && !strcmp (op->contr->last_skill_ob[i]->skill, skill_name))
1846 {
1847 skill_obj = op->contr->last_skill_ob[i];
1848 break;
1849 }
1850 1720
1851 /* Player doesn't have the skill. Check to see what to do, and give 1721 /* Player doesn't have the skill. Check to see what to do, and give
1852 * it to the player if necessary 1722 * it to the player if necessary
1853 */ 1723 */
1854 if (!skill_obj) 1724 if (!skill_obj)
1855 { 1725 {
1856 if (flag == SK_EXP_NONE) 1726 if (flag == SK_EXP_NONE)
1857 return; 1727 return;
1728
1858 else if (flag == SK_EXP_ADD_SKILL) 1729 if (flag == SK_EXP_ADD_SKILL)
1859 give_skill_by_name (op, skill_name); 1730 skill_obj = give_skill_by_name (op, skill_name);
1860 }
1861 } 1731 }
1862 } 1732 }
1863 1733
1864 if (flag != SK_EXP_SKILL_ONLY) 1734 if (flag != SK_EXP_SKILL_ONLY)
1865 { 1735 {
1898 player_lvl_adj (op, skill_obj); 1768 player_lvl_adj (op, skill_obj);
1899 } 1769 }
1900} 1770}
1901 1771
1902/* This function checks to make sure that object 'op' can 1772/* This function checks to make sure that object 'op' can
1903 * lost 'exp' experience. It returns the amount of exp 1773 * lose 'exp' experience. It returns the amount of exp
1904 * object 'op' can in fact lose - it basically makes 1774 * object 'op' can in fact lose - it basically makes
1905 * adjustments based on permanent exp and the like. 1775 * adjustments based on permanent exp and the like.
1906 * This function should always be used for losing experience - 1776 * This function should always be used for losing experience -
1907 * the 'exp' value passed should be positive - this is the 1777 * the 'exp' value passed should be positive - this is the
1908 * amount that should get subtract from the player. 1778 * amount that should get subtract from the player.
1912{ 1782{
1913 sint64 del_exp; 1783 sint64 del_exp;
1914 1784
1915 if (exp > op->stats.exp) 1785 if (exp > op->stats.exp)
1916 exp = op->stats.exp; 1786 exp = op->stats.exp;
1787
1917 if (settings.permanent_exp_ratio) 1788 if (settings.permanent_exp_ratio)
1918 { 1789 {
1919 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); 1790 del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO);
1791
1920 if (del_exp < 0) 1792 if (del_exp < 0)
1921 del_exp = 0; 1793 del_exp = 0;
1794
1922 if (exp > del_exp) 1795 if (exp > del_exp)
1923 exp = del_exp; 1796 exp = del_exp;
1924 } 1797 }
1798
1925 return exp; 1799 return exp;
1926} 1800}
1927 1801
1928sint64 1802sint64
1929check_exp_adjust (const object *op, sint64 exp) 1803check_exp_adjust (const object *op, sint64 exp)
1930{ 1804{
1931 if (exp < 0) 1805 if (exp < 0)
1932 return check_exp_loss (op, exp); 1806 return check_exp_loss (op, exp);
1933 else 1807 else
1934 return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); 1808 return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp);
1935} 1809}
1936
1937 1810
1938/* Subtracts experience from player. 1811/* Subtracts experience from player.
1939 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we 1812 * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we
1940 * only subtract from the matching skill. Otherwise, 1813 * only subtract from the matching skill. Otherwise,
1941 * this subtracts a portion from all 1814 * this subtracts a portion from all
1955 sint64 del_exp; 1828 sint64 del_exp;
1956 1829
1957 for (tmp = op->inv; tmp; tmp = tmp->below) 1830 for (tmp = op->inv; tmp; tmp = tmp->below)
1958 if (tmp->type == SKILL && tmp->stats.exp) 1831 if (tmp->type == SKILL && tmp->stats.exp)
1959 { 1832 {
1960 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) 1833 if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill))
1961 { 1834 {
1962 del_exp = check_exp_loss (tmp, exp); 1835 del_exp = check_exp_loss (tmp, exp);
1963 tmp->stats.exp -= del_exp; 1836 tmp->stats.exp -= del_exp;
1964 player_lvl_adj (op, tmp); 1837 player_lvl_adj (op, tmp);
1965 } 1838 }
2053 * amount of permenent experience, whichever gives the lowest loss. 1926 * amount of permenent experience, whichever gives the lowest loss.
2054 */ 1927 */
2055void 1928void
2056apply_death_exp_penalty (object *op) 1929apply_death_exp_penalty (object *op)
2057{ 1930{
2058 object *tmp;
2059 sint64 loss; 1931 sint64 loss;
2060 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ 1932 sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */
2061 sint64 level_loss; /* defined by the setting 'death_penalty_levels */ 1933 sint64 level_loss; /* defined by the setting 'death_penalty_levels */
2062 1934
2063 for (tmp = op->inv; tmp; tmp = tmp->below) 1935 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2064 if (tmp->type == SKILL && tmp->stats.exp) 1936 if (tmp->type == SKILL && tmp->stats.exp)
2065 { 1937 {
2066
2067 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; 1938 percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100;
2068 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; 1939 level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)];
2069 1940
2070 /* With the revised exp system, you can get cases where 1941 /* With the revised exp system, you can get cases where
2071 * losing several levels would still require that you have more 1942 * losing several levels would still require that you have more
2073 * tables is a lot harder. 1944 * tables is a lot harder.
2074 */ 1945 */
2075 if (level_loss < 0) 1946 if (level_loss < 0)
2076 level_loss = 0; 1947 level_loss = 0;
2077 1948
2078 loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); 1949 loss = check_exp_loss (tmp, min (level_loss, percentage_loss));
2079 1950
2080 tmp->stats.exp -= loss; 1951 tmp->stats.exp -= loss;
2081 player_lvl_adj (op, tmp); 1952 player_lvl_adj (op, tmp);
2082 } 1953 }
2083 1954
2084 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; 1955 percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100;
2085 level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; 1956 level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)];
1957
2086 if (level_loss < 0) 1958 if (level_loss < 0)
2087 level_loss = 0; 1959 level_loss = 0;
1960
2088 loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); 1961 loss = check_exp_loss (op, min (level_loss, percentage_loss));
2089 1962
2090 op->stats.exp -= loss; 1963 op->stats.exp -= loss;
2091 player_lvl_adj (op, NULL); 1964 player_lvl_adj (op, NULL);
2092} 1965}
2093 1966

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines